Quote:
Originally Posted by llamabeast
1) Including a choice which should *always* be taken is basically a bit broken or at least pointless. Almost without exception, blood hunters should be given rods if possible. So they weren't adding much to the strategy of the game.
2) Their inclusion added non-fun micromanagement.
3) Blood is generally considered to be overpowered, so the resulting fairly large nerf was desirable.
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Ohoh !!! Then you'll be removing mind hunt soon ?
It does correspond, you *always* have to take some protection against it. It *does* make you have pointless micro (shuffling otherwise useless 1 astral mages around with a non astral nation and placing them in armies) and basically it's also considered overpowered by a lot of people. Well I do not know about other people's opinion, except the fact it's mentioned in nearly every guide, which gives me a clue to its power.
I do not like overland attack spell though, since I played disciple II... You always got to the point in that game where overland spells could kill anything with no counter possible. My opinion may be biased.
Coming back on subject, while I do not actually think removal of gem-gen makes the game more balanced, it *does* reduce micro by a lot. Which people usually find funnier. Putting them back at higher cost would just set back a bit the time were it's becoming more micro than playing. Of course, if there was a "assign gem gen and take gem from gem gen" button that took care of it...