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Old September 2nd, 2008, 11:30 AM
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WraithLord WraithLord is offline
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Default Re: Paralysis is overpowered.

I know I'm jumping late into this and no, I haven't read the entire thread, just scanned it at random and read the end, so I apologize if I repeat or something.

Regarding paralyze and SCs I've got to agree with Agema. Yes, its nice to role play with SCs, but no, they shouldn't be impregnable. As strong as they are some thing some time, when they are out of luck maybe, should be able to hit and/or kill them.

Quote:
Originally Posted by Meglobob View Post
Got to agree with Amhazair here. I just cast about 200 x paralysis at a SC attacking my castle. It had 28 MR, not one effected the SC. I hate the constant casting of any 1 spell after scripting has run. If I had cast a few frozen hearts which my mages were capable of, then that would be 1 dead SC and a lot sooner than 50 rounds. The battle ended very unsatisfactory for everyone concerned with the attacker auto-routing, then my forces auto-routing. The SC had only 3 AP so took a age leaving the battlefield.

My mages also spammed rage, which was obviously useless against a single attacker! I would have prefered, frozen heart, water strike and/or geyser.
Yes, I agree with both. From bitter past experience there is little I hate as much as the AI spamming useless spells (and paralyze is a great example) while it could have cast much better spells (like soul slay, frozen heart, dust to dust etc).

This relates to a suggestion on a different current thread (forgot name) to allow scripting categories. Meaning order your mage to concentrate on evocation only (so S2W2 mage will spam frozen heart and not paralyze).
Another option is to change the weights the AI gives to spells. Lower paralyze some, increase soul slay and frozen heart some.
A third, unlikely option is to allow players to actually set the spell weights per game. So players will usually stick with defaults but on occasions make changes as they see fit.

I like the first option most since its simple and it gives a measure of control to the player.
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