
August 2nd, 2004, 08:41 AM
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Corporal
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Join Date: Jan 2004
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Re: Draconian Mod Under construction
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Originally posted by Thilock_Dominus:
1. Only one hero(Temple priest) got astral magic, which is reduced to two, also I've removed the 1 random it had. Cost 420 gold
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Why is the astral there at all, though? it doesn't fit with the rest of their magic. Heck, even the other magic-Users in that "family" of units don't get any astral. It really doesn't make any sense and detracts from the symmetry of the design.
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3. Perhaps the draconians have higher random magic than T'ien C'hi, but look at it in this way: Arcane Changeling is capitol restricted, all of its magic is random so you can't build up a thoughtfull strategy and put it to use. You have to buy it (spending alot of gold) and then see where it fits. It's gambling ...and how much money would a player use on an unit they don't really know turns out?
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It's really not much of a gamble. You're guaranteed low of medium levels in all 4 elements, or a high level in one. That alone is pretty useful.
But that's not really the main problem with the unit. It has the same primary problem as the astral priest: why is it there? It doesn't seem to fit the fire-wind theme. Acro and Spring and Autumn are practically built around hefty random-magic units, this one just seems to have been tacked on for the heck of it. I would drop the unit altogether.
Overall, the Draconians seem to suffer from kitchen sink syndrone. I think the mages should perhaps be focused a little more, and I like the idea of capital-only recruitable dragons (less powerful than the pretender dragons, but still very good). Also, maybe increase the armor and resource costs of most of their units. I think a neat theme to go for would be a combination of Abyssia (slow, tough, fire-Users) and Caelum (quick, weak, air-Users). You'd end up with a medium-speed, medium-power flying race with the dragons as a really unique feature.
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