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  #1  
Old August 26th, 2008, 12:09 AM

K K is offline
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Default Re: Paralysis is overpowered.

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Originally Posted by Baalz View Post

Not to sound contentious, but most of your suggestions all have the same *big* disadvantage to paralyze, a precision weeeeell south of 100 and also a much shorter range. Paralyze hits every time, from the first round of combat until you run out of fatigue. Those other spells are going to miss a single target the vast majority of the time unless he's close enough to poke you with his sword. This translates into drastically less MR checks and thus a drastically lower effectiveness. Sleep has to overcome the MR on the one or two hits you manage to land after the SC has run through his buff cycle and closed to kill your troops. Not really what I'd describe as the same ballpark as effective as paralyze.
Sure, and I admitted they they aren't as good. The point is that they can be used and only need a hit and a failed save to be effective. Some effects have to be better than others at the same level, and Paralyze sucks at killing units but is great at SCs.

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Originally Posted by Baalz View Post
Re: Rage - are you sure you didn't use charm? (tongue in cheek in case that didn't come through). Rage I've had cast many, many times by the unscripted spellcasting AI and the best result I've every gotten was getting a Neifel Jarl whacking a Neifel giant a couple times and giving him an affliction before they both turned back around and stomped my troops. Without arguing the point I'll just say I've had quite different results with Rage that what you describe.
It was Rage. Pretenders are immune to charm.

I think the Raging unit attacks the closest units to it. My mages were at extreme range and the Pretender ran back to his army which was not advancing because they were archers (and my troops were not advancing because I didn't have any). I think he killed himself on their Fire Shields.

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Originally Posted by Baalz View Post
Magic duel is a very special case and not really reasonable as a comparison.
Really? Aside from a gem cost, weird mechanic, and requirement of Astral, it has a lot in common with Paralyze. It's Astral, low research, and always hits. It's even better in that kills, can kills things with stupid-high MR, it costs less in research, and it can be cast by a weaker mage without doing anything crazy like communions or having powerful mages cast battlefield spells.

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Originally Posted by Baalz View Post
Vengeance of the dead is kinda out there for comparison. It requires a much more powerful, specialized multipath mage and pearls to burn spamming it. It's also a ritual, and that's rather an apples to oranges comparison.
It's a save or die that you don't have to leave home to do, so if it requires a slightly more powerful mage then who cares? The fact that at level 4 you can be killing SCs with a save or die proves my point that there are comparable SC-killers.

I mean, I only highlighted the sexier single casting options. There are plenty of SC killing tactics at low levels. For example, ten Storm Demons on Fire Large Monster vs an SC not immune to lightning can be instant death.... Swarms or summoned undead can be instant death on turn 75....a single caster E1/S1 with Gifts from Heaven can just be a dedicated SC killer with a few common items.....

My point is that nerfing a type of magic that is already weak at low levels is not the answer. It's not going to solve the problem of people killing your SCs and it weakens all existing Astral nations.

Considering that with a high MR it still takes an act of God to even work.... well, that just confuses me. I mean, why nerf something that only has a 1-2% chance of working anyway? Is the pro-SC lobby that insecure? Don't they want their opponents to have any chance?
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Old August 26th, 2008, 01:14 AM
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Endoperez Endoperez is offline
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Default Re: Paralysis is overpowered.

Could someone post the actual paralyze mechanics from the manual?

I'm at school and don't have the manual with me, but IIRC paralyze damage is transformed into rounds paralyzed through some pretty weird formula that takes size into account, so that big units spend less time paralyzed. Analyzing the damage caused by Paralyze and the formula, and then looking at how different values would compare, seems like a much better idea than comparing Paralyze to other low-level spells.

IMO, 20 or more turns of paralyzation for a size 2 unit is fine (almost as good as Soul Slay, at small units), and even size 6 units should be paralyzed for several turns (because big units are targeted first, and it wouldn't be fun if your mages spammed Paralyze at an Elephant that only gets 1 turn of actual paralyzation, recovering just in time to be targeted again). I don't know what would be a good average amount of paralyzation for big units, but I expect that the average isn't 20 turns even with the current values.

Last edited by Endoperez; August 26th, 2008 at 01:19 AM..
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Old August 26th, 2008, 02:38 AM
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JimMorrison JimMorrison is offline
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Default Re: Paralysis is overpowered.

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Originally Posted by Endoperez View Post
IMO, 20 or more turns of paralyzation for a size 2 unit is fine (almost as good as Soul Slay, at small units), and even size 6 units should be paralyzed for several turns (because big units are targeted first, and it wouldn't be fun if your mages spammed Paralyze at an Elephant that only gets 1 turn of actual paralyzation, recovering just in time to be targeted again). I don't know what would be a good average amount of paralyzation for big units, but I expect that the average isn't 20 turns even with the current values.
In my experience with Paralyze, no matter what size, the vast majority of your successful casts result in either around (3) turns Paralyzation, or (20)+ with some individual casts going past 30 turns.

Regardless of what the manual says it does, or did 2 years ago, that's what it actually does in game.
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Old August 26th, 2008, 02:37 PM
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Default Re: Paralysis is overpowered.

[quote=K;634116]
Quote:
Originally Posted by Baalz View Post

My point is that nerfing a type of magic that is already weak at low levels is not the answer. It's not going to solve the problem of people killing your SCs and it weakens all existing Astral nations.

Considering that with a high MR it still takes an act of God to even work.... well, that just confuses me. I mean, why nerf something that only has a 1-2% chance of working anyway? Is the pro-SC lobby that insecure? Don't they want their opponents to have any chance?
You are pushing so many buttons there again, I'm having trouble remaining civil in answering this. *deep breath*

Stick to the topic. Don't try to be psychic and claim to know what others think and why they are doing things.

I don't belong to your imaginary pro-SC lobby. You are also using nasty rethorical devices and exaggerating things terribly. It's not 1-2% chanse of working. 4 - 5 astral mages, and it's been a practically a sure thing even against very high magic resistance.

Maybe this will help clarify things for you. It was mostly my astral mages, stopping things I don't feel I should have been able to stop so easily. And even that is not the core point. The core point is the overlong duration.

If you honestly are trying to say that scaling down the duration of paralysis will do horrible damage to the viability of astral heavy nations... then I probably just found your pet spell in the whole game and you are willing to say anything to invalidate any criticism of it. Shees...
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