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June 9th, 2007, 02:12 PM
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Major General
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Join Date: Sep 2006
Posts: 2,198
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Wild Hunt & Ghost Ship Armada too weak?
Wild Hunt & Ghost Ship Armada both fun, amusing spells in SP play but a waste of time in MP play because by the time you can cast them, players armies are too powerful and it ends up being a waste of gems.
Has anyone got any good use out of them?
Given that Wild Hunt is conj 9 N6 spell to cast and Ghost Ship Armada is Ench 7 W4D3 to cast with 50N and 60W gem cost, shouldn't both those spells be given a serious power boost in a future patch?
Lets make both those spells desirable to cast.
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June 9th, 2007, 03:37 PM
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Corporal
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Join Date: Nov 2006
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Re: Wild Hunt & Ghost Ship Armada too weak?
Make the "Ghost schip armada" have more and/or stronger skeletons. They dont even got armor. However on sea, nobody wears heavy armor. And the weapons they got are good. So i say we increase amount of skeletons.
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June 9th, 2007, 03:40 PM
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Lieutenant General
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Join Date: Dec 2003
Location: Alaska
Posts: 2,968
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Re: Wild Hunt & Ghost Ship Armada too weak?
Those are two of quite a number of globals that seem kind of fun but don't come near justifying their cost. Wrath of the Sea, Second Sun, Riches from Beneath, and a bunch of borderline ones whose use is extremely niche if any.
Unfortunately, the only moddable parts of these spells are the research, gem and path costs. This works for some spells like wild hunt, but for others you would have to make them so cheap and easy to cast it would be unthematic.
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June 9th, 2007, 03:44 PM
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First Lieutenant
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Join Date: Jan 2007
Location: Tampa, FL
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Re: Wild Hunt & Ghost Ship Armada too weak?
Agreed, although I think the changes wouldn't necessarily have to be to the spells but to their paths/costs.
By Conj 9 few care if they lose a priest here and there unless they've randomly Thug'd one. Also, by Conj 9 no one is going to waste a slot or extra gems to cast it when there are more appealing globals. Possibly drop down to Con 6, same cost?
Ghost ship isn't that bad really except the high gem cost. Its more of a way to annoy enemies than anything else. Possibly Ench 6 and 40 gems (think 30 is more reasonable for the benefit, but doubt it could go so low). Unless the spell was changed completely to either attack multiple sites per turn (a la Wild/Kindly) I wouldn't see it being that popular to begin with.
IMO there are the game winners
Utterdark
Bounty
Nexus
Burden(?)
Thetis (situational)
The very useful
forge
all the gem producers
GoH
So-So
Morgana
Wrath
Corruption
Riches
Haunted Forest
Fun, yet not really worth it unless situational
All the rest
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June 9th, 2007, 04:31 PM
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Lieutenant General
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Join Date: Dec 2003
Location: Alaska
Posts: 2,968
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Re: Wild Hunt & Ghost Ship Armada too weak?
Quote:
jutetrea said:
Agreed, although I think the changes wouldn't necessarily have to be to the spells but to their paths/costs.
By Conj 9 few care if they lose a priest here and there unless they've randomly Thug'd one. Also, by Conj 9 no one is going to waste a slot or extra gems to cast it when there are more appealing globals. Possibly drop down to Con 6, same cost?
Ghost ship isn't that bad really except the high gem cost. Its more of a way to annoy enemies than anything else. Possibly Ench 6 and 40 gems (think 30 is more reasonable for the benefit, but doubt it could go so low). Unless the spell was changed completely to either attack multiple sites per turn (a la Wild/Kindly) I wouldn't see it being that popular to begin with.
IMO there are the game winners
Utterdark
Bounty
Nexus
Burden(?)
Thetis (situational)
The very useful
forge
all the gem producers
GoH
So-So
Morgana
Wrath
Corruption
Riches
Haunted Forest
Fun, yet not really worth it unless situational
All the rest
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Tweaking the gem cost and pathcost like what you suggest is almost exactly what the CB mod does for ghost armada, and sad to say I still have yet to see anyone cast it.
I would categorize the globals more like this:
Game winners:
Forge of the Ancients
Arcane Nexus
Very Useful:
Gift of Health
Most of the gem producers
Haunted Forest
Nature's Bounty
The niche:
Fata Morgana
Mechanical Militia
Lure of the Deep
Wrath of God
Maelstrom
Stellar Focus
The very niche:
Guardians of the Deep
Thetis Blessing
Astral Corruption
Illwinter
Perpetual Storm
Utterdark
Burden of Time
Strands of Acrane Power
Enchanted Forest
Eyes of God
The near useless:
Wild Hunt
Ghost Armada
The Kindly Ones
Riches from Beneath
Second Sun
Wrath of the Sea
Dark Skies
Foul Air
The Looming Hell
And that's being pretty charitable with 'very niche' given half of them I have never seen cast at all, and the other half I have only ever seen succeed in annoying the other players enough to gang the caster.
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June 9th, 2007, 05:20 PM
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Brigadier General
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Join Date: Oct 2006
Location: Northern Ireland
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Re: Wild Hunt & Ghost Ship Armada too weak?
I pretty much agree with QM but i would move a few. I would say astral corruption is atleast niche. If you have the best blood economy its great so it would be niche rather than very niche for me(although i do play blood alot so my opinion may be biased).
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June 9th, 2007, 05:29 PM
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Second Lieutenant
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Join Date: Sep 2004
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Re: Wild Hunt & Ghost Ship Armada too weak?
Doesn´t ghost ship armada have a couple of unique dudes, like the captain? You could improve their stats to make them a bit more fearsome.
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June 9th, 2007, 05:34 PM
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Second Lieutenant
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Join Date: Oct 2003
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Re: Wild Hunt & Ghost Ship Armada too weak?
Foul air is a really nasty spell when the AI casts it. Every unit in the world which gets wounded gets diseased. The main problem is that nations which would benefit from it struggle to find the air magic to cast it.
Maybe Lanka...?
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June 9th, 2007, 08:10 PM
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Major
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Join Date: Oct 2006
Location: Bern, Switzerland
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Re: Wild Hunt & Ghost Ship Armada too weak?
I think every global has some use, but the problem is more that there are only 5 slots. If every global would get his own slot someone might even care to caste Riches from Beneath.
I dont understand anyway why the globals are limited to 5.
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