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March 22nd, 2005, 12:04 AM
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Second Lieutenant
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Re: Drain Life
I tend to agree with you, Duck. One of the 'issues' I have with Dominions II is the fact that everything seems to devolve to summoned commanders (especially Undead ones) doing stuff.
I could extend this to Sorcery in general, but Death in particular seems to have too many 'bennies'.
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March 22nd, 2005, 05:40 PM
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Second Lieutenant
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Re: Drain Life
yeah access to mass ghostriders and flames from the sky is the eqivalent of an atomic bomb. Once you have them noone can attack you without losing tons of troops to mass castings of ghostriders.
The only counter to them are high def thughs with etherealness, lifedrain and regeneration(wraithlords, airqueens) , or large vineogre/archer/priest armys. The latter gets easily detroyed by flames from the sky, so itīs really hard to take your castles if you have access to those two spells.
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March 22nd, 2005, 06:29 PM
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Second Lieutenant
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Re: Drain Life
I should think making Ghost Riders 'permanent' and raising its cost arbitrarily high would fix it.
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March 22nd, 2005, 06:56 PM
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Re: Drain Life
Some Devil Armies are also good . If you generate Devils from Soul Contracts they are anyways extremly cheap but also by normal summoning via lvl3/lvl9 blood spell you get Devils quite cheap . They are immune to Firemagic , so no Flames . And they are extremly good and tough troops also , so the Ghost Riders can't do much harm to them .
Another good counter would be mechanical men armies with good mages like Tartarians or a Wrather .
50 Mech Men + Wrathful Skies can most likely survive even 10 Ghost Rider castings at once .
Getting 10+ Ghost Rider casters takes a while also . Most nations have to use Demilichs for that , so you need probably enchantment 8 + Conjuration 9 for mass Ghost Riders . That probably takes until turn 40-50 and by that time you will have various counters vs. Ghost Riders already . If you are realy nasty you can charm/enslave mind the Ghost Rider commanders . Especially a Nation like Ryleh could do that rather cheap , just Starspawns with rune smasher + spell focus casting enslave mind . They have good chances to succeed then .
The only thing at which Ghost Riders is really good is taking out SCs .
In a current game my enemy did 3 Ghost Riders on my ID with 40 Fiends . He killed 11 Fiends before all Ghost Riders were destroyed .
11 Fiends cost 40 Blood , a loss of 40 Blood vs. 15 Deathgems on my enemies side , i think that's fair .
Also note that Zen did only change the requirements for Ghost Riders from Death 4 to Death 6 but he changed nothing with the costs . So Zen doesn't think also that Ghost Riders are that powerful . Banelords on the other hand got a cost increase of 50% e.g.
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March 22nd, 2005, 07:29 PM
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Re: Drain Life
Ghost Riders are overrated. In my current game, I am overruning C'tis, and he
most certainly has access to Ghost Riders. He used quite a few in the first
turns of the invasion, but what he got was three attacks on one man province
defenses, one or two attacks against SCs that slaughtered the riders, and a few
attacks against mage squads that wiped out the wraith lords, and then mopped up
the riders.
In that game I am using ONE army of troops. It is made out of more than
a hundred range units, and a mass of banes, wraiths and heavy Abysian infantry.
Their commander has the Gatestone, generates fire gems, and cast 'Flame arrows'
and his 'assistant' SC wears the boots of the planes. It is a great reaction
force, because it can jump around, and be gone even before ghost riders hit.
Not that it always does, of course. It has withstood up to five simultaneous
'ghost rides' with only a few casualties.
The problem many people seems to have is that it is insane to rely on vanilla
troops by turn 40. Anything put together with a ounce of thought will wipe out
melee troops. Get rid of Ghost Riders, Wrathful skies, False Horrors and
Super combatants, and I will still be wiping out your groundpounders every time
they are outside of a castle/dome.
Those who whine about a specific aspect of the game have simply not felt the
sting of other strategies. If they get their way and see their peeve du jour
castrated, they will get slapped with something else, and they will keep
whinning until Dominions II looks and plays like a turnbased Rome: Total War.
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March 22nd, 2005, 07:47 PM
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Second Lieutenant
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Re: Drain Life
I am not concerned with 'whines du jour'. I am concerned with the fact that Dominions II is a deformed environment.
"The problem many people seems to have is that it is insane to rely on vanilla
troops by turn 40. "
There is absolutely no reason this must be true. It currently is, but to act as if this is an axiom, and not merely the current state of the game, is erroneous.
For me, national troops should not overpower summoned troops. Neither should summoned troops overpower national troops. Until this is true, Dominions will not be a very fun game, for me.
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March 23rd, 2005, 12:38 AM
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First Lieutenant
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Re: Drain Life
Quote:
Scott Hebert said:
For me, national troops should not overpower summoned troops. Neither should summoned troops overpower national troops. Until this is true, Dominions will not be a very fun game, for me.
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In dominions there is only one real investment: research. And research only benifits summons thus it makes sense that over time summons should beat out national troops.
Now the question in my mind is: how badly should summons beat national troops? Currently national troops get pretty spanked.
At least that is how I think of it.
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March 22nd, 2005, 08:18 PM
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Major General
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Re: Drain Life
Quote:
Tuidjy said:
Ghost Riders are overrated. In my current game, I am overruning C'tis, and he
most certainly has access to Ghost Riders. He used quite a few in the first
turns of the invasion, but what he got was three attacks on one man province
defenses, one or two attacks against SCs that slaughtered the riders, and a few
attacks against mage squads that wiped out the wraith lords, and then mopped up
the riders.
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That example...
Quote:
In that game I am using ONE army of troops. It is made out of more than
a hundred range units, and a mass of banes, wraiths and heavy Abysian infantry.
Their commander has the Gatestone, generates fire gems, and cast 'Flame arrows'
and his 'assistant' SC wears the boots of the planes. It is a great reaction
force, because it can jump around, and be gone even before ghost riders hit.
Not that it always does, of course. It has withstood up to five simultaneous
'ghost rides' with only a few casualties.
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...and that example...
...are both irrelevant. Are B-52s weak and ineffective because they didn't win the Vietnam War? No. Sniper rifles, because blind people can't use them? No. Example of devastating weapons used ineffectively do not indicate that they are ineffective or overrated. Perhaps your opponent should invest in scouts?
Quote:
The problem many people seems to have is that it is insane to rely on vanilla
troops by turn 40.
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Yes, I do have a problem with that. It's a fundamental game flaw, IMO, and I'm trying to reduce it, so that the game can be less "Tech Race" like Age of Empires and more "Strategy and Tactics" like real history (prior to WW2). Good fantasy novels also have limits on power. How interesting would the Lord of the Rings be if Sauron skipped the "Build up an army of Orcs" part, since he had level 9 research (and thus, relying on them was insane), and just destroyed the world with long-range magical bombing?
Quote:
Anything put together with a ounce of thought will wipe out
melee troops. Get rid of Ghost Riders, Wrathful skies, False Horrors and
Super combatants, and I will still be wiping out your groundpounders every time
they are outside of a castle/dome.
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If it only takes an ounce of thought to render half of the game irrelevant, even with the most overpowered and commonly-abused spells removed, that's not a good thing. That's a bad thing.
Quote:
Those who whine about a specific aspect of the game have simply not felt the
sting of other strategies. If they get their way and see their peeve du jour
castrated, they will get slapped with something else, and they will keep
whinning until Dominions II looks and plays like a turnbased Rome: Total War.
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Sorry I like to whine, but I prefer it to insulting people. Your last... well, it's not really an argument, just a chance to denigrate people who disagree with you. If Ghost Riders was 1 gem and needed level 1 death magic, virtually everyone would agree that it was undercosted and overpowered... yet your last paragraph would still apply, and thus it is irrelevant. Of course, nerfing something that is so powerful that it dominates gameplay will cause people to start using other strategies. That's the whole point! It makes the game better and more interesting. If the late game is dominated by 5% of the units and spells since they are vastly superior to other uses of resources, and making those 5% expensive enough that they are similar in efficiency to next-best 10% of units and spells... you end up with an end-game where people can effectively use 15% of the units and spells without people like you calling them insane. That makes the end-game three times as rich and three times as good. And, just possibly, it could force people to use more than an ounce of thought to counter experienced elite national melee units. Would that really be such a bad thing?
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March 22nd, 2005, 08:23 PM
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Second Lieutenant
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Re: Drain Life
well tuidjy those are convincing examples. Now everyone just has to build a gatestone for each army and you can simply teleport away. Great counter.
The other is even better: Convince your opponent to send no scouts to your provinces, that forces him to send those riders blindly and therefore they are easily countered.
Boron: Mech men with wrathful skies is a good counter, but that has more to do with wrathfuls awesomeness, than with ghostriders weakness.
Think about the second example with fiends: your army was worth 250+ blood(fiends +ice devil + equipment) + I guess at least 20 gems in equipment. Your opponent sends an army worth 15 gems against that and roughly breaks even(15 gems vs 40 blood) . Now imagine what would have happened to those fiends if he had sent 6 castings.
Devils are only costeffective when you play with unlimited soulcontracts, but having two vastly underpriced spells/items counter each other doesnīt mean that there is balance. If you use pure devil armys from the spells, you will lose if he sends appropriate numbers of ghostriders.
enslavers/charmers can work, but massproduced they are only available to a few nations. Another problem is that they are usually fragile, which means you have to protect them from wrathers, flames from the sky and leprosy.
Itīs really not hard to get mass ghostriders.
bloodnations can use vampire lords with a staff(55 blood+7 death gems, everyone else can use demiliches(25 gems) or even moundfiends with staff(35 gems) if their research is limited. cītis and ermor get mass ghostriders without effort.
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March 22nd, 2005, 08:43 PM
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First Lieutenant
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Re: Drain Life
Brick: I love lamp.
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