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October 21st, 2009, 12:16 PM
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Major
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Join Date: Mar 2008
Posts: 1,099
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Re: MA Man in latest CBM
Well, the progression is derived from the contribution of many minds. I've personally tried to be consistent. Then again, I haven't really given any suggestions either.
It seems to me that the two most noted issues with Man in Vanilla is that they lack an easy-to-mass powerful recruit and that they lack a great deal of magic diversity. I could care less about powerful thug like recruits to be honest. Such units exist so people can send forth units without any need for strategy or thought. Build dudes, send dudes, build more dudes. Yay, your a winner.
What makes wardens valuable is stealth +0. Done, end of story. Personally, I find making them recruit everywhere, particularly in the late age, makes Man over-the-top hard to kill. Anyone who says otherwise doesn't know the value of armored stealth units. I've used Wardens to great effect in games and with zero bless and capitol only.
Magic diversity is the other issue that seems to have arisen. Honestly though, the only reason why this matters is because people are too busy working out a bless for their thugs to afford the diversity on their god. In part, making wardens more available has made Man weaker, not stronger, on the average. New players will pick up Man, have no means of winning the late game because of a distracting unit, and complain.
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October 21st, 2009, 02:00 PM
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General
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Join Date: Nov 2000
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Re: MA Man in latest CBM
Quote:
Originally Posted by AreaOfEffect
In part, making wardens more available has made Man weaker, not stronger, on the average.
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This statement makes no sense. That players might choose the wrong tool for a job does not make the presence of more tools a weakness.
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October 22nd, 2009, 12:24 AM
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Major
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Join Date: Mar 2008
Posts: 1,099
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Thanked 122 Times in 48 Posts
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Re: MA Man in latest CBM
Quote:
Originally Posted by Graeme Dice
Quote:
Originally Posted by AreaOfEffect
In part, making wardens more available has made Man weaker, not stronger, on the average.
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This statement makes no sense. That players might choose the wrong tool for a job does not make the presence of more tools a weakness.
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Forgive me. The addition of more tools does indeed make the nation stronger. However, you can't ignore the fact that enticing players toward a dead end isn't somehow counterproductive. I'm mostly worried that people put too much stock into the Hall of Fame and decide that nations need a boost because they aren't winning. The slippery slope of this is that you buff a nation so that new players find it easy to use and experienced players become unstoppable when using them.
Quote:
Originally Posted by thejeff
Since most didn't bother using the sacreds in vanilla (or past CBM versions), diversity was never a problem before for Man?
You've only got nature and air above 1! The only other paths you even get at 1 are Earth and Water. Everything else has to come off your god. Not just casting and forging, but also any site searching.
You can't even make air boosters with your nationals. Neither of those paths let you expand into other paths with summons.
Your god can't carry the whole nation.
They're not even the best in their age at either of those paths. Which don't even synergize well.
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Most forget that astral magic can strengthen most of your other paths with ease. One ring of wizardry gets you an earth booster and your second water booster. That same ring gets you to Air 4, which removes that requirement from your god as well. Also, you shouldn't discount the effectiveness of manual site searching, even with only one skill in a path. Blood is handled with scouts. All you need to cover is Fire, Death, and Astral.
Yeah, I'm with you on the synergy though. I mean, Thunder Strike and Soothing Song! Lame! Panic and False Horror combined with stealth units! Suck! They don't even have any solid MR spells like Stream of Life, Sleep, or Confusion. I mean its not like some of the best battlefield buff spells in alteration and enchantment happen to all be nature and air spells. Now if only they could summon a flying ethereal size 6 trampler to deal with lightning resistant troops for one gem a piece, or perhaps a flock of smaller units that all deal armor negating damage.
Lots of times people look at what they don't have more often then they look at what they do have. Sure, I'm all for Man getting a boost to diversity. Still, I'm not so quick to just start throwing astral on a bunch of mages. Particularly astral magic as that might come back to bite you when a real astral nation starts casting mage dual.
Forgive me QM, balancing a nation is harder then I'm sure most understand. Lots of people would just like to see Man suddenly 'fixed' not realizing that even a guru of dominions multi-player can't know the effects of many changes all taken at once.
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October 22nd, 2009, 12:55 AM
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Major General
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Join Date: Oct 2006
Location: Tennessee USA
Posts: 2,059
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Thanked 106 Times in 71 Posts
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Re: MA Man in latest CBM
Quote:
Originally Posted by AreaOfEffect
Quote:
Originally Posted by Graeme Dice
Quote:
Originally Posted by AreaOfEffect
In part, making wardens more available has made Man weaker, not stronger, on the average.
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This statement makes no sense. That players might choose the wrong tool for a job does not make the presence of more tools a weakness.
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Forgive me. The addition of more tools does indeed make the nation stronger. However, you can't ignore the fact that enticing players toward a dead end isn't somehow counterproductive. I'm mostly worried that people put too much stock into the Hall of Fame and decide that nations need a boost because they aren't winning. The slippery slope of this is that you buff a nation so that new players find it easy to use and experienced players become unstoppable when using them.
Quote:
Originally Posted by thejeff
Since most didn't bother using the sacreds in vanilla (or past CBM versions), diversity was never a problem before for Man?
You've only got nature and air above 1! The only other paths you even get at 1 are Earth and Water. Everything else has to come off your god. Not just casting and forging, but also any site searching.
You can't even make air boosters with your nationals. Neither of those paths let you expand into other paths with summons.
Your god can't carry the whole nation.
They're not even the best in their age at either of those paths. Which don't even synergize well.
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Most forget that astral magic can strengthen most of your other paths with ease. One ring of wizardry gets you an earth booster and your second water booster. That same ring gets you to Air 4, which removes that requirement from your god as well. Also, you shouldn't discount the effectiveness of manual site searching, even with only one skill in a path. Blood is handled with scouts. All you need to cover is Fire, Death, and Astral.
Yeah, I'm with you on the synergy though. I mean, Thunder Strike and Soothing Song! Lame! Panic and False Horror combined with stealth units! Suck! They don't even have any solid MR spells like Stream of Life, Sleep, or Confusion. I mean its not like some of the best battlefield buff spells in alteration and enchantment happen to all be nature and air spells. Now if only they could summon a flying ethereal size 6 trampler to deal with lightning resistant troops for one gem a piece, or perhaps a flock of smaller units that all deal armor negating damage.
Lots of times people look at what they don't have more often then they look at what they do have. Sure, I'm all for Man getting a boost to diversity. Still, I'm not so quick to just start throwing astral on a bunch of mages. Particularly astral magic as that might come back to bite you when a real astral nation starts casting mage dual.
Forgive me QM, balancing a nation is harder then I'm sure most understand. Lots of people would just like to see Man suddenly 'fixed' not realizing that even a guru of dominions multi-player can't know the effects of many changes all taken at once.
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You could have saved us a lot of time by saying "None of you are smart enough to use the new options properly and anything that follows this sentence is going to be condescending sarcasm." 
__________________
BLAH BLAH BLAH BLAH NEXT TURN.
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October 22nd, 2009, 07:45 AM
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General
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Join Date: Apr 2005
Posts: 3,327
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Thanked 133 Times in 117 Posts
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Re: MA Man in latest CBM
Quote:
Originally Posted by AreaOfEffect
Yeah, I'm with you on the synergy though. I mean, Thunder Strike and Soothing Song! Lame! Panic and False Horror combined with stealth units! Suck! They don't even have any solid MR spells like Stream of Life, Sleep, or Confusion. I mean its not like some of the best battlefield buff spells in alteration and enchantment happen to all be nature and air spells. Now if only they could summon a flying ethereal size 6 trampler to deal with lightning resistant troops for one gem a piece, or perhaps a flock of smaller units that all deal armor negating damage.
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I was thinking more of cross paths spells and probably should have been more clear. Obviously both Air and Nature have good spells. Soothing Song would synergize with almost anything. Panic & False Horror is a good combination. The others aren't synergy, just a bunch of good spells.
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