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  #1  
Old June 3rd, 2004, 01:25 AM

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Default Re: Death & Blood a little borked?

Quote:
Originally posted by Stormbinder:
Hmmm, correct me if I am wrong Zen, but unless you have argued "for" and "against" VQ in different times (and have been changing your opinion in between), it sounds like you mostly argued just for the sake of agueing?...
No I argued that it should be adjusted; but that the reasoning was not sound and still is not. Unfortunately you have a very bad memory so I don't fault you for it. The reason that the VQ was 'nerfed' was because of it's priceworthiness vs Liches. Having nothing to do with it's combat effectiveness or "Abuse" as some people would wrongly catagorize it.

[ June 03, 2004, 00:27: Message edited by: Zen ]
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  #2  
Old June 3rd, 2004, 01:46 AM

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Default Re: Death & Blood a little borked?

Quote:
Originally posted by Huzurdaddi:
I have not seen many Posts about combat tactics which are considered "extremely effective" using the earth, water, astral or fire domains.
Well, just because their are not very many Posts about them, suddenly they are not 'effective'? Perhaps, but I don't see it as so. I rarely see many Posts at all about any school being 'extremely effective' and detailing how and why but more of "What do you think is the Best" Posts, which Blood and Death fall into categories of with certain aspects of their magic.

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I do see a number of Posts extolling the virtues of many air combat magics ( orb lighting, wrathful skies, storm to name a few ). I have seen many Posts extolling the virtues of both death combat's summons and their combat magics.
That is true but just because something has virtues (Air, yes, having many), does not mean it's overpowered. Storm is extremely effective, I don't think anyone is saying counter to that. Wrathful Skies is extremely effective. Orb Lighting, with the appropriate setup, is extremely effective. It is very well rounded and has one of the most universally useful abilities (Flying). I would say that Air is probably the best of magics taken as a whole. Does that mean I think it should be nerfed? No. Certain things may need to be modified (Wrathful Skies for example) but not the entire school. Death is the same way. It has a unique aspect of having summons that have a universal trait (No Encumberance with Equipment) so it is more versatile what you can and cannot put on their commander summons. It also holds a very useful ability (Immortal). Does Death stack up to Air? No. Does Death have the capability to be abused in the right hands? Definitely.
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I have seen many Posts which explain in mind numbing detail how to gain a blood economy and how to exploit, utilize if you prefer, the very powerful summons in blood
This is because it's a mind numbingly hard concept to grasp for certain Groups of people, and the understanding of having a universal income of "Blood Gems" no matter the sites/provinces (in general). So in order to better help people understand they post ways to use it.

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I simply notice a trend on the Boards which is that people comment frequently about spells which are in the death and to a smaller amount in the blood domain. In the few multilayer games I have played I see quite a number of death and blood summons, but I see few of the other magics. Thus I began to wonder: is this simply play style ( or post style ) or perhaps is there some fundamental imbalance between the different schools of magic?
Part of it is a fundamental imbalance in the magics and nations that use them. Certain nations must, in order to be competitive, use their Magic to it's fullest potential. Thus relying extremely heavily on one school (Blood for Example, or Death/Air) as the mid/late game progresses.

Astral is the only school that this might not be the obvious case. Only because the Summons are not price-friendly but the Item Forging and Combat Spells are extremely powerful.
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  #3  
Old June 3rd, 2004, 03:04 AM
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Default Re: Death & Blood a little borked?

I'm with Zen.

The latest thread popularity is a really bad indicator of what is good, bad, useless, overpowered or broken in the game. This game is full of tons of stuff. Some of it is very powerful in the right circumstances, but not without costs and trade-offs. I've been playing Dominions since months before D2 came out (playing D1:PPP), and there is still tons of stuff I haven't seen, let alone used or figured out strategies for.

Some stuff can be hugely effective without being flashy. Death and blood magic tends to be flashy and dramatic. When expected, it also tends to evaporate in a cascade of cheap banishment attacks. Nature magic can win battles and wars without even being noticed. For example, getting steamrollered by a huge army... because there were some commanders with nature items allowing many more living/eating units to exist in a single location without starving, perhaps even marching straight through dead Ermorian provinces with no supply problems.

No strong water magic? Hmm... got strong underwater units? Got clams? Unimpressed with my sword of swiftness and boots of quickness?

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  #4  
Old June 3rd, 2004, 04:20 AM

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Default Re: Death & Blood a little borked?

Quote:
Well, just because their are not very many Posts about them, suddenly they are not 'effective'?
I think the arrow points in the other direction. If there are a number of Posts about something being "effective" then there is a chance that something is out of wack.

I'm sure that you have played a number of on line games. Usually it starts with one or two Posts about something being "darn good." Then perhaps a discussion about it being "overpowered." This claim is almost always followed by counter claims supported by the assertion "with more experience you will understand." Sometimes the clamour dies down for a while. Then after some more time there are further Posts about how it is "imbalanced" this time more vocal. This is followed by even more people ( perhaps the very people that are exploiting the imbalance ) posting that "you simply do not see the counters" and perhaps illustrating a few ( difficult to implement or fraught with their own perils ) counters. The clamour dies down then. Then finally a good percentage of the gaming population starts doing this "abusive" strategy, and people come to the Boards en mass to say it is broken at which point the developers start to take a look.

It's a pretty classic cycle. Now to be sure there are plenty of people who yell "nerf" without proper justification. However I would say that, in most games ( perhaps dominions2 is the execption, time will tell ), the claims are justified more often than not.

Quote:
Wrathful Skies is extremely effective.
Perhaps too effecive given it low research and casting requirements given that it is a battlefield effect spell that Lasts the duration of the battle. But I don't know if I want to get into specifics.

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Orb Lighting, with the appropriate setup, is extremely effective.
Again some may argue that it is too effective.

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but not the entire school
Note this is exactly what I said about air. I see only a few problematic spells in air.

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Death is the same way.
Certianly only SOME spells seem to be out of wack. However the number of spells which seem out of wack seems great to me. I could be mistaken.

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Only because the Summons are not price-friendly but the Item Forging and Combat Spells are extremely powerful.
Are astral's combat spells really that superior to death? Is Slay Living/Enslave Mind for example superior to life drain? I don't know. In some cases yes, in some cases no. I would call it a push to be honest. The astral magic seems superior against normal troops, while life drain seems superior against SC's. Some would argue that normal troops are useless hence anti-normal troops spells are useless. To those people life drain is far superior.

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Got clams?
Clearly Borked! Moderatly easy access to exponential growth == bad IMO!

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Unimpressed with my sword of swiftness
Gimmie a wrath sword or Blood thorn any day of the week and twice on sundays!
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  #5  
Old June 3rd, 2004, 05:42 AM

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Default Re: Death & Blood a little borked?

Quote:
Originally posted by Huzurdaddi:
I think the arrow points in the other direction. If there are a number of Posts about something being "effective" then there is a chance that something is out of wack.
That's a common misconception. Sort of like how unsung heroes are still heroes, even if people don't know or not.

Quote:
I'm sure that you have played a number of on line games. Usually it starts with one or two Posts about something being "darn good." Then perhaps a discussion about it being "overpowered." This claim is almost always followed by counter claims supported by the assertion "with more experience you will understand." Sometimes the clamour dies down for a while. Then after some more time there are further Posts about how it is "imbalanced" this time more vocal. This is followed by even more people ( perhaps the very people that are exploiting the imbalance ) posting that "you simply do not see the counters" and perhaps illustrating a few ( difficult to implement or fraught with their own perils ) counters. The clamour dies down then. Then finally a good percentage of the gaming population starts doing this "abusive" strategy, and people come to the Boards en mass to say it is broken at which point the developers start to take a look.
Sheep are vocal, does that mean they are right?

Quote:
It's a pretty classic cycle. Now to be sure there are plenty of people who yell "nerf" without proper justification. However I would say that, in most games ( perhaps dominions2 is the execption, time will tell ), the claims are justified more often than not.
Yes, it is classic that the most vocal try to initiate change, but is more often unjustified than justified.
Quote:
Perhaps too effecive given it low research and casting requirements given that it is a battlefield effect spell that Lasts the duration of the battle. But I don't know if I want to get into specifics.
Evocation 6 is Hardly "Low". If you don't want to get into specifics, then don't say things are unbalanced. Especially when it was my Example of an obviously superior path of magic that wasn't as you claim 'borked'.

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Again some may argue that it is too effective.
These people would be uninformed and aruging without basis. If Orb Lightning is too effective Fire Darts should be looked at prior to Orb Lightning.

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Note this is exactly what I said about air. I see only a few problematic spells in air.
I doubt you see is what can be termed as 'problematic'.
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Certianly only SOME spells seem to be out of wack. However the number of spells which seem out of wack seems great to me. I could be mistaken.
Indeed you could, especially if you can't point out any one spell. At least NTJedi pointed at the one really abusable, low cost spell in the Death Path that may be an issue if it needs to be changed. Previous to the Last patches, you could also have said Tartarians, but as it stands now, there is nothing in Death that gives it any sort of advantage over 5-6 other Paths. You seem to not be able to see or choose not to see the very real limitations of Death.

Quote:
Are astral's combat spells really that superior to death? Is Slay Living/Enslave Mind for example superior to life drain? I don't know. In some cases yes, in some cases no. I would call it a push to be honest. The astral magic seems superior against normal troops, while life drain seems superior against SC's. Some would argue that normal troops are useless hence anti-normal troops spells are useless. To those people life drain is far superior.
Let me give you a list of what half are called TIDE TURNERS for Battlefield spells and the other half are the near creme of the crop individual buffs (Only a few others take priority).

Mind Duel (Limited but incredibly effective)
Stellar Cascades
Astral Fire (Includes Fire)
Nether Darts (Includes Death)
Astral Tempest (Army Killer Use Returning)
Body Ethereal
Luck
Battle Fortune (Realistic in most Games)
Doom (Army Killer)
Will of the Fates (In line with "Best Buffs of the Game")
Resist Magic
Astral Weapon (Like to kill SC's?)
Astral Shield (Like to be a SC?)
Astral Healing (The Unsung Hero for Living Armies)
Antimagic (Never leave home without it)
Communion (This is totally useless, don't do this, right?)
Paralyze (Neutered, but still extremely effective)
Soul Slay (Kill's dead, remember your Penetration Items)
Vortex of Returning (Game Winner)

Also the only Battlefield wide "Life Drain" spell is Soul Drain, all others are single target, no area effect spells. I'll leave you to guess what paths Soul Drain is.

Quote:
Gimmie a wrath sword or Blood thorn any day of the week and twice on sundays!
And watch those Lifeless units eat you up. You need to get out more.

To sum up: Seems you've been playing with too many people who only use Lifedraining SC's. This is absolutely no surprise to me as it is the easiest way to make a SC and make them effective. But they have very real weaknesses, not the least of which is an entire class of units that cannot be life drained. And for every Wraith Sword or Blood Thorn on a SC, you're going to see a Antimagic Amulet and a Luck Pendant/Luck Coin with it. If not; then that is a disregard for their gems and they're planning on having a very real loss of gems by doing so.

[ June 03, 2004, 04:57: Message edited by: Zen ]
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  #6  
Old June 3rd, 2004, 06:05 AM

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Default Re: Death & Blood a little borked?

Don't forget Air buffing spells!
Mistform and Mirror Images (which usually in combo with the +3 Def of Quickness become very deadly, in fact I believe Mirror Images should be easier to break, perhaps removing one mirror image each time it's struck since the warrior realizes he's hit an illusion, and all mirror images if the real unit is struck). Air Queen are the strongest of Elemental Lords, ethereal, flying, mirror images by default (2 out of 3 iirc), can trapeze.

Death is superior to Astral in direct combat magic, since Death spells can't be stopped, while astrals are countered by magic resistance (easily improved by amulet of antimagic).

Astral however is a little more versatile, cause covers all aspects, but it most is beaten by others.

Blood is good for summons, Astral Corruption could be nice, but most of the battle spells require blood slaves in battle that can be easily arrowed, killed, or even burned by your heat in case of Abysya (very sad this aspect ...)

Nature is good too, except for their unique summons, that I believe should be a little "stronger" ... I mean, their problem is = move, and they cannot teleport, only Faerie Trod which is expensive. They can't too raise a lot their magic skill since they've 2 misc slot, so a Druid with a treelord staff can easily get 4N and having too the summoning vinethings bonus.

Water I believe is very nice, but only for a strict selection of Nations, water nations especially.

Fire I believe it's too strict, and not very well working. It should be the best battle magic, for direct damage, but it isn't since it could be resisted, while Death can't. Holy Pyre shouldn't be resisted by FR, if we consider the damage is HOLY and not FIERY, or however it should be affected at maximum by a 50% FR. It lacks of a generic good global. Everyone has the "gem creation global", and fire has 2 specific global, a hot increaser (specific for hot nations), and an anti undead.

Earth path is the best defence by "common" damage. Not very good IMO, except some cranking spells like Forge of the Ancients or Wizard Tower!. E bless isn't very good too ...


Summary of my mind:
Well obviously I believe Air is the most powerful, followed by Death.
Blood is fine, with his strenght and weaknesses.
Nature and Astral are fine too.
Water ... is nice too, quickness + breath of winter are very very good.
Fire is fine except for Holy Pyre as I told.
Earth should have 1 or 2 more defensive buffs, one that could be nice is a MagmaSkin, combined with 1 or 2 ranks of fire, a sort of hot breathe of winter. Or a whirlwind of sharp stones swirling around the caster.

I'd like to see in next patches some new spells with mixed paths.
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  #7  
Old June 3rd, 2004, 06:28 AM

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Default Re: Death & Blood a little borked?

Quote:
Originally posted by Cohen:
Death is superior to Astral in direct combat magic, since Death spells can't be stopped, while astrals are countered by magic resistance (easily improved by amulet of antimagic).
Little Hint. There is only one spell in Death that can't be resisted. And it's a single target, 100 precision spell with 14+ Damage that requires 4D to cast. It is also Alteration 5. A more damaging spell Bone Grinding is actually a better use unless you are dealing only with a Life Draining SC that has no defense. And an AMA will only protect you from some things. You can still be Soul Slayed, and Paralyzed if you are playing someone who knows what they are doing, quite easily.

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Astral however is a little more versatile, cause covers all aspects, but it most is beaten by others.
Wrong, actually Astral is usually second in EVERYTHING with the exception of summons (which if Golems didn't require Earth 2 to cast, they would not be). I don't know how often you use Stygian Paths to have an instant react force, but I'm willing to bet quite a bit Teleport and Gateway are used infinitely more. (Not to mention the Gate Stone and Boots of the Planes).

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Nature is good too, except for their unique summons, that I believe should be a little "stronger" ... I mean, their problem is = move.
Treelord's suck. No question there, but Faerie Queens and Couatl's are extremely potent. Not to mention Lamia Queens.

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They can't too raise a lot their magic skill since they've 2 misc slot, so a Druid with a treelord staff can easily get 4N and having too the summoning vinethings bonus.
No clue what this means, but most of the summons for Nature come with great nature skills. Also you seem to be forgetting Mandragora's.

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Water I believe is very nice, but only for a strict selection of Nations, water nations especially.
Water is good for everyone. Though you don't need to have high levels of it to make it work for you.

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Fire I believe it's too strict, and not very well working. It should be the best battle magic, for direct damage, but it isn't since it could be resisted, while Death can't.
Death has only one spell. And it does have the best battle magic for direct damage. If you don't believe so, try using a 9F Moloch throughout the course of a game to lay down some punishment.
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Holy Pyre shouldn't be resisted by FR, if we consider the damage is HOLY and not FIERY, or however it should be affected at maximum by a 50% FR.
Witches still burned by fire. It was only Holy in the minds of those who burned them. Maybe you are putting to much emphasis on the "Holy" and less on the "Pyre".

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It lacks of a generic good global. Everyone has the "gem creation global", and fire has 2 specific global, a hot increaser (specific for hot nations), and an anti undead.
If Purgatory was not limited to Dominion Only it would be a fantastic global. Second Sun is only good for heat nations, but guess what types of nations have fire magic? With the exception of Marignon they all have a heat preference.

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Earth path is the best defence by "common" damage. Not very good IMO, except some cranking spells like Forge of the Ancients or Wizard Tower!.
Hrm. Defense for "Common" Damage? You mean increasing Protection to 30 with one 3E spell? Or Iron Will for MR? How about combat magic? Blade Wind? Petrify? Earthquake? Magma Eruption? Destruction? Marble Warriors? Weapons of Sharpness?

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E bless isn't very good too ...
Hrm. Isn't very good? Okay.
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