Guys, can I please weigh back in for a moment? I left this post behind me and it exploded, leaving shrapnel (no pun intended) all over my back.
Okay, I have to agree with all of Graeme's points for once, even if I don't agree with him breaking forum protocol so regularly. (Grame, trust me, I have a feeling you are going to get into some trouble if you can't be more polite). I agree that Vanheim and Ermor's overall power are completely overlooked by the developers, even though Doms 3 is a great game. NT Jedi, I'm sorry but you've had each one of your points about strategy game balance shredded to pieces, yet you still maintain your position. I don't know why it's so hard for you to admit that balance is a positive thing. Balance does not have to mean a lack of diversity, options or strategy.
Which brings me to my response to all this. DrPraetorious, I don't know which version of Magic: The Gathering you are talkng about, but I have played many, many, many tabletop and card strategy game and I always come back to Magic because it is one of the most robust and well crafted complex strategy games in the world. There are plenty of cool and powerful cards (ridiculously powerful) in MtG, but each of them requires some kind of sacrifice in order to field that kind of power. There are cards that can make you win the game instantly, but even the most powerul ones all have their requirements.
DrPraetorious, you seem to have the strongest defense in favor of leaving Vanheim alone, so let me challenge you. You made a lot of very valuable points in your last post, but the problem is that they don't apply to this situation. Let me exlain what I'm thinking.
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a) It is fair for some nations to be stronger early on, and some nations stronger later.
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Yes, this creates a diversity of strategy in the game.
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b) It is fair for some tactics to be easier to use. ... I don't think glamour rushers are actually more likely to win [over all], even in highly experienced hands, but the double bless strategy is accessible, so it allows new players to at least participate in big MP games, and have some measure of success.
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I'll remark on this potentially being a good point, except that for Vanheim it doesn't work the way you seem to imagine it. Let us do something here, Doctor. Let us pretend that every nation has something called a "Power Strategy" (PStrat). Some nations' PStrats are easier to field, while others require the experience and skill of the veteran to make work. Assuming that all PStrats are at least somewhat balanced, this would be quite a yummy aspect of the game. Many games are balanced in this way -- PC and live games. As you say, it gives new players the ability to at least be competitive, yet not necessarily guaranteeing them the win. For this to work, however, you have to be careful to make sure that the easy to use PStrats can not be further empowered by the more skilled players, turning them into something we shall call (for the sake of discussion) an "OverPowered Strategy" (OStrat). PStrats are good; OStrats are bad. The point people seem to be making in this thread, and I tend to agree, is that Vanheim (and in other news, Ermor...) utilize OStrats, not merely easy to discover PStrats.
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c) It is fair for people to be eliminated on turn 8, especially if they adopt a long term strategy.
d) [...]
e) [...]
f) [...]
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Yes, rushing is quite legitimate, even if newbies can do it. I hope nobody argues with you here, because the topic of this thead is not called "Should Rushing Be Allowed?". It's about whether Vanheim should nerfed. If Vanheim's rush happens to be an OStrat, then Vanheim should be nerfed, but it doesn't mean they shouldn't be able to field a PStrat rush strategy.
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There is a problem that I am willing to admit may exist: some nations may be unable to resist the glamour rush at all. It's all well and good to say "rock, paper, scissors" but no pairing of nations should be so unbalanced that you might as well give up[...]
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Precise and congent.
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I think that the main game should be altered, if it is altered at all, with the same philosophy.
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Exactly. I like NT Jedi just fine, and I have nothing but positive things to say about his forum contributions, but I do think it's counter-prodctive to reply to peoples' concerns with "If you don't like it, MOD it." Not only is that an ideal that ends opinions and discussion; not only is it an ideal that promotes the notion the game is perfect as it is; but it also goes without saying. Of course, if we, the community, think the game needs fixing, we will mod it. That's what the Conceptual Balance series is all about. But because of DrPraetorious' points above, we shouldn't have to do too much to allow ourselves a fun MP experience.
Finally, let me throw a bone of discussion back into the pit
I've seen blade wind and archers mentioned as a counter to Vanheim. When I originally asked the question that embodies this thread, it was if Vaheim needs nerfing, in general. You see, I don't pick F9W9; nor do I rush. I choose Air magic for Vanheim. Not only does an A10 bless give high air shield to my Vans, but it also gives me the spell that turns the entire world stormy for the mid/late game. This further reduces the effect of missiles against me. So, as you can see, my sacred troops are never afraid of missile counters. That is easily prevented by Vanheim.
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Play nice, children!!