
June 30th, 2004, 11:43 PM
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Lieutenant General
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Join Date: May 2004
Location: Bavaria , Germany
Posts: 2,643
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Re: Yet another Clamhoarding, Castling Discussion
Quote:
Originally posted by Zen:
quote: Originally posted by Boron:
i just thought that teleporting at least costs gems and you have to build a lab in the province to which you teleported in order to teleport again right ?
so i perhaps noobishly thought at least you have to pay for your movement and can only move every 2 turns with a sphinx + have to research 3 levels in traumaturgy for teleport .
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Just imagine, for example. Someone on turn 7 being able to drop their 500hp (usually down to 300 or so in enemy dominion) Sphinx on your capital. With 30 Prot, and a good amount of Astral (needed to even protect from Magic Duel) casting Mind Burn then Soul Slay.
Now while it was possible to defeat, and had it's weaknesses (not many) it was a huge limitation to the choices of pretender designs that could deal with the Telesphinx. Thus, it was changed to being very hard to play. Though not permanantly, remember paitence is a Virtue. ok this is really brutal i agree
almost no nation has a chance to defeat a telesphinx at turn 7 .
but on the other hand now it is completely useless because it can use no other travel spell too as norfleet said . so less variety in pretender selection .
would it perhaps have been possible to either :
-increase the teleportation gem costs ONLY for the sphinx casting it ?
-forbid teleportation in the enemy capital with the sphinx ?
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