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Old September 11th, 2007, 12:35 PM
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Baalz Baalz is offline
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Default Re: Poll: Is Clam Hording Too Good?

Well, I do think clams are in a different class than blood stones and fever fetishes as they're much easier to mass and astral gems are much more useful late game than earth or fire. It's also wrong to think that it takes 15 turns for them to pay off - there are several ways to reduce this ROI time not to mention that astral pearls are often more valuable than water or nature. To be honest, I can't think of much more scary than R'yleh suitably turtled underwater keeping the Forge of the Ancients up for very long (or closely allying with someone who does).

The thing about clamhoarding is there is *no* counter and I think it's a mischaractarization to even really think of it as much of a risky delayed gratification in a lot of circumstances. For the cost of two clams (at whatever discount you can wrangle) I've now got one "free" mind hunt per turn as well as building long term exponential growth. Win-win in a lot of circumstances where water gems don't have a high value use.

My main problem with it is most everybody agrees it's so overwhelmingly powerful that everyone must do it if they want to be competitive, and it adds micro which most everyone hates. I look at it this way, would the game be more or less fun without clam hoarding? If its not really a tactical choice because everybody must do it in long games then removing it doesn't reduce your tactical choices it just reduces micro. Better than removing it though is to nerf it cleverly enough that it is more of a risky choice and therefore not a no-brainer.
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