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August 6th, 2007, 07:34 PM
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Lieutenant General
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Banish to inferno-questions
1. If my pretender was banished to inferno, would her globals remain up since she is not dead?
2. I am assuming immortals banished to the inferno do not appear back at the capital the next turn since they are not technically dead.
3. What province do those returning from the inferno appear in?
Suggestions for blood
1. i would like to see the cost of some of the combat blood spells be upped significantly. Blood slaves are quite easy
to accumulate and 1 blood slave for a 40 plus AN spell that cannot be resisted seems way too powerful. Same with banish to inferno.
2. horrors should be immune to banish to inferno. if horrors are intended to be near certain death for most mages, why should blood mages get a free pass?
__________________
"War is an art and as such is not susceptible of explanation by fixed formula."
- General George Patton Jr.
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August 6th, 2007, 07:42 PM
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Major General
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Re: Banish to inferno-questions
About blood costs...
Slaves are easy to come by, but I think this is balanced out by three things, and blood shouldn't have its combat spell's cost, in slaves, upgraded because of this.
1. Slaves have a physical presence on the field. They die en masse to things like earthquake, firestorm, and other battlefield wide enchantments.
2. Almost all blood spells already have a component cost. Most normal mid level nukes, and even some high level ones, do not have any component cost. Almost all of Blood's good combat spells already require slaves which involves the micromanagement of keeping them alive from one combat to the next and shuttling them around when need be. I don't think there's any reason to punish blood nations over regular nations.
3. Blood slaves cost income. All other gem types do not. Sure you can get as many slaves as you want, but gem sites only have to be searched for once and they produce forever, where as blood sites eventually dry up, and require constant supervision to produce.
About banish to inferno...
2. They shouldn't be immune. A level 1 astral mage gets an even easier pass in the form of "returning" which is cast on the first turn and automatically saves them from battle no matter which horror they are fighting.
Jazzepi
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August 6th, 2007, 08:00 PM
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Lieutenant General
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Join Date: Feb 2007
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Re: Banish to inferno-questions
Yeah but astral mages get everything.
including the ability to cast the mark in the 1st instance. what about the numerous races with no astral mages?
__________________
"War is an art and as such is not susceptible of explanation by fixed formula."
- General George Patton Jr.
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August 6th, 2007, 09:33 PM
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First Lieutenant
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Re: Banish to inferno-questions
While I am currently engaged in a bloody war with you, I will answer your questions because I'm a pretty awesome guy in general...
1. Yes.
2. Right.
3. Random province. So, in Perpetuality, we are looking at a thousand provinces, so I think you can write that Banelord off. Bwa ha ha!!! He might be able to fight off the province defense of the place he lands in, but good luck ever getting home.
Also, I've seen some guys stay in Hell for over 30 turns, and I've heard that some guys can die in there, so don't get too attached.
As to your suggestions:
1. Life for a Life is Research level Blood 8 and has a fatigue cost of 199(one blood slave). When compared to other spells for other colors that do similar things (Frozen Heart at Alteration, Drain Life, etc), the cost to get into blood is very high already.
I mean, blood is the very weakest color and Research Path when it comes to fighting large battles. Just because my skill at blood magic is great does not change that.
2. Nah. Why would someone who has learned how to summon Horrors not learn to dismiss them?
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August 6th, 2007, 10:39 PM
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Lieutenant General
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Join Date: Feb 2007
Location: New Orleans
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Re: Banish to inferno-questions
Thank you K, you are a gentleman. But the question pertains to Alpaca as well. BTW, that banelord will enjoy a wind ride home when he reappears. That is your tip for the day!
That would be cool if he dropped in on one of my enemies' provinces and could just resume his raiding!
__________________
"War is an art and as such is not susceptible of explanation by fixed formula."
- General George Patton Jr.
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August 7th, 2007, 12:14 PM
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General
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Join Date: Aug 2003
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Re: Banish to inferno-questions
Please let us know if the wind ride works on friendly commanders. It seems to be broken vs enemies. We would like to get some info on this.
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August 7th, 2007, 12:37 PM
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Lieutenant General
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Join Date: Feb 2007
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Re: Banish to inferno-questions
K said:
1. Life for a Life is Research level Blood 8 and has a fatigue cost of 199(one blood slave). When compared to other spells for other colors that do similar things (Frozen Heart at Alteration, Drain Life, etc), the cost to get into blood is very high already.
Yeah K, but the range of frozen heart is like 20 and drain life 25, life for a life is 100. Reduce its range to the same as frozen heart and I am fine with it.
__________________
"War is an art and as such is not susceptible of explanation by fixed formula."
- General George Patton Jr.
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August 7th, 2007, 01:39 PM
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Major
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Join Date: Apr 2004
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Re: Banish to inferno-questions
Frozen heart is negated by cold immunity. Drain life is not supposed to be
affected by anything, but I don't know... I've had unique ice devils live
for a few turns against a crowd of sauromacers spamming drain life, and then
at least two of them retreated successfully.
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No good deed goes unpunished...
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August 7th, 2007, 06:11 PM
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National Security Advisor
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Re: Banish to inferno-questions
Just a few non-aligned questions and observations:
* Is Drain Life not countered by being Lifeless or Undead?
* Will not a Blood-4 mage use more than one blood slave when casting Life for a Life, to reduce his fatigue cost?
* Blood also has a spell which can wipe out a caster's fatigue for one blood slave.
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August 7th, 2007, 06:25 PM
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Lieutenant General
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Join Date: Feb 2007
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Re: Banish to inferno-questions
K,
Do you have any idea how many banelords i have? No losing 1 or 3 does not cause me much grief. My concern is not for any 1 game i am playing. If you hit my banelord with it at 40 range(and you could most are set to attack) i have no issue with the spell. For the damage, and the fact it cannot be resisted, my own personal feeling is it has too great a range.
That does not mean i am right, or you are wrong. It is not personal. I have just stated my opinion.
*i lost a banelord already this game with 7 items to drain life spam, and i said not a word. My guy was in range of the enemies mages, and anytime that happens you will only live so long. I have played roughly 30 give or take 10 either way mp games. Trust me i have lost sc's to the whole gauntlet of spells. I do not get attached to banelords. I like them because they are effective for a low gem cost.
__________________
"War is an art and as such is not susceptible of explanation by fixed formula."
- General George Patton Jr.
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