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Old September 11th, 2007, 09:29 AM
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Default Re: Mists of Deception -- exploit??

Quote:
Jazzepi said:
The concern, if I've read it right, is that mist of deceptions continues to stay around even after all the mages are gone AND enemy army. So you can string Mist of Deceptions + any battlefield wide nuker/disabler together ridiculous army crippling combos.

For example.

You could teleport in a mage with a staff of storms cast mist of deception, teleport him out with returning, while another mage teleports in at the same time with the solar brilliance item and casts returning as well. Until the 50 turn limit comes up, and your enemy's units route, they're forced to run around the battlefield attacking the Mist of Deceptions units. While this is happening, the secondary enchantment is devastating their entire army.

So basically you've turned two mages into an unstoppable army killing machine. The staff of storms prevents anyone from flying to their location, so the only way you're going to kill them is if it you have a bunch of guys set to slay soul near the front of your army.

To me, this is an exploit. These battlefield wide enchantments are clearly suppose to be balanced by two things.

1. They go away when the caster dies, which implies 2.
2. You have to have a big enough army to sit around and die while the other army is riddled with afflictions/dies to the enchantment.

Since you're eliminating both of the drawbacks by abusing the way the battles end, and actually making them better with the returning (the casters can do this strategy EVERY TURN as they're returned to a province with a lab), I'd definitely call it an exploit.

Jazzepi
There is going to be a problem enforcing this in MP play though if we actually consider this an exploit. So now are we saying you can't script retreat/return and use any sort of battle field wide spell??? Our only options are to commit our mages completely to the battle if we cast em?

P.S. In your example I didn't think you could teleport into on ongoing battle.
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