Re: Suggestions to improve the Water Magic discipline
Cutting and pasting some of my ideas from the old clams thread (now sunk into obscurity):
I'd like to see a mini Falling Frost available at a lower research level. It's a long time from Cold Bolt to Falling Frost, and other paths have already gotten several more combat options by the time FF becomes available. (Some people have since suggested that it be an area-effect Ice Strike instead, which on consideration, I like better - one of the problems with water magic is its ineffectiveness against undead, because they are immune to cold *and* Jotuns', er, Sailors' Death.)
How about a Waterspout that stays on the battlefield for a few rounds (like the Cloud spells), crushes targets and throws them around (similar to trample)? Or a Water Jet that just deals some physical damage but doesn't require another path like Geyser? Those might not work that well against supercombatants, but they'd at least help against undead or Jotun armies.
Rituals: Winter Wolves not measuring up? How about doubling the gem cost and number of wolves summoned (thus requiring fewer mages for the same wolf output)? Or how about a new water summon? Giant turtles perhaps (amphibious, size 6, very high protection, high strength bite attack)? Yetis (high hp, strength, size 3, moderate protection, cold resistant, claws+bite, you get a nice sized pack with each summon)? I think the change in seasonals was intended to move the game away from massing ethereal summons. But there's no reason that corporeal summons can't be strong and cheap enough to make a nice supplement to a conventional army.
Conceptually, sea trolls are fine, but their stats seem to not measure up.
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.
Where are the items that let a commander take aquatic troops onto land? Amulet of the Fish will let Auluudh or a Nerid come out to play, but not bring Sea Serpents, War Lobsters or Crab Hybrids with them.
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'm not sure that all these suggestions (and those of others on this thread) should be implemented at once - it might be too much. But I think there's a clear consensus that water magic is less useful than other paths, especially against cold immune opponents (cold is the most common immunity I think, even more common than poison - and nature has *plenty* of other uses). Adding more spells and items seems to be something that Illwinter enjoys doing, and if it both adds variety to the game and improves game balance, so much the better.
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People do not like to be permanently transformed and would probably revolt against masters that tried to curse them with iron bodies.
Pigs, on the other hand, are not bothered, or at least they don't complain.
-- Dominions II spell manual
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