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Old October 28th, 2006, 04:31 PM

Zen Zen is offline
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Default Re: Conceptual Balance (Discussion)

Quote:
Twan said:
I don't want to hijack the thread with my impressions so I'll stop after this explanation.
No need to fear that. Don't stop unless you want to.

Quote:
My analysis was mostly based on common/no gem consuming battle magic. With the kind of very big armies you encounter in dom 3 (at least in sp against mighty+ AIs, as my mp games are around turn 10 I can't say how players will use their extra gold, perhaps armies in mp games will stay closer to what they were in dom2), a spell like pillar of fire (aoe 1) is not that good (especially with precision 0, and your nation perhaps not having access to precision buffs), as well as all lower levels elemental damage spells (falling fire/frost with their bigger AoE being the most useful).
This is true to a very large extent. However, you have to also consider the path of the spells. 2Fire for Pillar of Fire makes all low-end casters able to put holes in the opposing army. Assuming you are dealing with human sized creatures (Size 2), you will kill 3 units per turn, per casting. With 10 F2 mages casting Pillar you will be killing 30 units (20 if cavalry) a turn (10% of the force).

I'm not saying these spells don't need to be looked at, because they do, but lowpath spells like Frozen Heart/Ice Strike/PoF that have visible results with lowpath casters are a nice addition. Unfortunately you usually have to wait 7-8 research levels.

Magic for the mostpart in Dom3 has much less of an earlygame impact and hold consistant to the midgame then comes full force in the lategame. Definitely something I am waiting to see the full spellmodding capabilities to address. Especially considering the nature of "magetime" or RP's being a huge factor of balance.
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