Thread: The next patch
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Old April 6th, 2004, 06:00 AM

Darryl Darryl is offline
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Default Re: The next patch

Quote:
Originally posted by Chris Byler:
However, there's another issue that I think is being overlooked. Graeme has said several times that "there is nothing else to do with your water gems besides forge clams"
This seems to me to be a major problem. As far as I can see (and I'm FAAAAR from an expert) there are 4 major uses for water:

1) Water breathing
2) Quickness ("Boots of" or the spell)
3) Clam of Pearls
4) Kill your own mages (Breath of Winter, and yes I'm still bitter)

Do people use water for anything else?

The kill your own mages one influences me to keep water mages out of battles unless I feel like micromanaging their position on the battlefield and who guards them and where the rest of the army...screw it, just have him forge something! Nothing I need right now? Just make some clams and don't kill anybody!

I guess I do summon Sea Trolls, and I have one in the Hall of Fame mostly due to falling frost. Of course when there is no enemy in range he proceeds to cast Breath of Winter thereby ensuring he can kill some of my people to stay in the HoF (I've taken care of the troops finally, but I'm still bitter...)


Quote:

In the opinion of the DomII playing community, is this statement correct? And if so, isn't THAT the real problem?
It seems to be pretty weak if you ask me.

Quote:

On the battlefield: maybe water needs a new battlefield spell that would be as scary as Nether Darts or Orb Lightning? Are Falling Frost, Frozen Heart and Ice Strike not up to par?
Falling frost seems to be enough to get a commander into the HoF. And he's in a squad with titans, so that's not too shabby.

Quote:

Some have already suggested a ritual that makes all troops in a given province amphibious (either for a limited time, or permanently). Or how about a one-province Version of Thetis Blessing (spending extra gems to set the duration like Astral Window)? These could help water nations bring their aquatic troops onto land, or help a land nation invade the ocean.
Kinda like that idea. I like Yetis too.

Quote:

Passive ability: Every path of magic gives its mages some ability. Nature gives supply, fire gives leadership and attack, earth gives protection, death gives fear and undead leadership, etc. Water gives water breathing to the mage and ONE unit per level of water magic. This is, frankly, pathetic, especially on a path that is already among the weakest in most other areas. Instead, why not let a water mage bring ALL his troops underwater? Most mages have low leadership anyway, but the few who have good leadership (or +leadership items) can lead whole armies underwater. Or at least raise it to 5-10 troops (or 10 total size of troops) per level of water magic. One unit per level is horrible, even if the unit is a Crusher or similar expensive summon (of a non-water path, I don't see any water unit that would be worth bringing).
I have to agree here. When I first found out that "bring some friends along" meant 1 per unit of magic my first thought was "useless" and I proceeded to plan on making items and completely ignoring any water magic on a mage for purposes of taking troops into water. Why not have it like nature: 5 people per level? Then that could actually be used, but a level 6 water mage (twice the level of "master" in the game) can take a whopping SIX people into the water? Wow. If you use any type of army this is negligible.
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