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Old August 8th, 2007, 08:09 PM

Micah Micah is offline
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Default Re: Vengeance of the dead, what the hell

Vengeance against a high-kill SC is far and away the most effective ritual to use when presented with such a target. It is effectively a save-or-die situation once the kill counter hits critical mass (around 800 or so should prove too many to kill in 75 rounds for most SCs, even a quickened AE weapon only hits 6 ghosts per round...even with a damage aura on top of that it'll be hard to keep up)

Granted a battlefield-wide spell will work, but if you have to script that to counter Vengeance then you've already lost your SC since all of a sudden he's a support mage and not an SC since you'll have to keep the BE scripted at all times, and this also requires high paths or boosters which take up SC slots. A BE cast to kill the ghosts is not an effective counter for the same reason that hiding in your capital behind 4 domes isn't...your SC might as well be dead, even if they're not actually buried.

It is massively more effective than any other remote spell because spell-sent assassins will get destroyed by any half-decent SC (earth attack, manifestation, etc.) and mind hunt has a variety of counters. The other reason that Vengeance is so annoying is because it will always target the same commander, so you can't recruit decoys.

SCs are pretty damn counterable by the correct tactics without having Vengeance in its more powerful form, and even if the 75 turn death was removed it would still be effective against any thugs that can't last for 75 turns (meaning no fatigue accumulation and a way to regain HP in battle for most of them or they'll get pinged to death) as well as any artillery mages that get a decent kill-count. It would be a niche spell at that point, but still usable when the occasion arose instead of being the go-to for a 0-risk SC kill. Lowering the gem cost to 1 or 2 in return for weakenking it would also be fair.

I guess my thing is that since SCs are on the front lines they're wading into battle turn after turn as it is, and there's plenty of chances to kill them once you're in a fight. (Soul slay, paralyze, life for a life, drain life, spamming an elemental attack they're not resistant to, beating them to death with buffed up troops, teleporting or air trapping a counter-SC in to do righteous battle...there are plenty more)

Even if the spell isn't overpowered on its own I strongly dislike any spell that is hard enough to counter that it might as well not be counterable, as is the case here (I argued against a fully-functional wind ride for the same reason). It doesn't allow an opponent a way to respond to your tactics. Doing something unexpected should be rewarded but everything should have a reasonable counter available for it.
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