Quote:
Twan said:
I think the default game settings are not supposed to be balanced on very small maps and have no reason to. Dominions is a game about gods fighting for the domination of the world, not of the Luxemburg.
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Sure, that is a point. Perhaps the blitz playing population is a small percentage of the dom3 buyers. But settings cant fix it, unless we gain a setting like 'disable L9 blessing untill the pretender is awake / out of prison'.
Quote:
Endoperez said:with both gold and res at 250%, both Van and Helheim can produce 10 sacred units/turn, WITH Sloth 3.
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More like 6, since they cant afford higher dominion, but it doesn't matter.
Reasoning/info/whining about why helhirdings with water8-9 are silly hard to kill without good magic:
Glamour: every attack has 50% chance to hit the mirror image. They need to actually lose a hitpoint to an attack for this to disappear. (Mirror image is better for mages with air magic skill)
defence 23 - most things will never hit in melee.
Against other sacreds shortbows is the solution, but not here:
An arrow from a normal archer that hits a square with two helhirdings:
Attacker rolls: DRN + 6 (from size points in square)
Defender rolls: DRN + 2 + 8 (from shield parry x2) - 0 (from fatigue / 20, meaning they get easier to hit once they have attacked 5 times)
Handy chart at mage 5 in manual says: 18% chance.
Then: 10 damage vs protection 11: 38% chance to cause damage.
Then 50% chance to miss because of glamour.
So: 100 shortbow arrows that land on Helhirdings will remove glamout from about 3.4 units. I suspect that blade wind follow the same rules.
If lvl 9 blessed were disabled at first, they'd still be hard to kill, but battles would last a lot longer.