Quote:
Originally Posted by Micah
Air is the one elemental path that is impossible to protect against in terms of armies...storm warriors will get you 50% resistance, but the damage is AN, so you still take damage. On top of that, the best army-wide prot buff confers 75% shock vulnerability.
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I don't see this as reasoning that they should be hamstrung in the summons category. Hardly fair if the heavy Air nations get to be feared until the late game, then find themselves faced by SCs summoned by everyone else, whilst their armies get Earthquaked to death.
Shock damage is AN, but is overall less spammable than many other damage types due to the high Fatigue on Thunder Strike, and the lack of either a "Cloud" or "Rain" type spell.
Anyway, that's beside the point. This thread has nothing to do with the relative viability of any paths outside of summons - only to do with the relative viability of summons per path. Currently only Death and Blood have non-unique summons that you can base late game strategies around, and only Death has a strong and affordable mid-game thug chassis, in the Bane Lord.
Now if you want to argue that the Air versions should be a bit weaker overall, then sure, give suggestions of how to implement them in a way that provides better overall balance - but they are getting summons to fill holes in their rosters. But you know, I'm not going to give Nature and Water significantly more powerful summons just because they are less useful in combat - so I don't know what you expect.
