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October 30th, 2008, 02:41 AM
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Sergeant
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Join Date: Jun 2008
Posts: 332
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Re: Blood of the First Born
I think that for thematic reasons MA and LA Hinnom (or however they are called) should get the "Release Lord of Civilization" spell
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October 30th, 2008, 03:15 AM
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First Lieutenant
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Join Date: May 2008
Location: Perth, Western Australia
Posts: 731
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Re: Blood of the First Born
I don't see a need for a new spell, the save or die spells (bone melter, soul slay) are effective against high HP creatures, moreso than against small as they will be more likely to be targeted. There are also very high damage spells like Life for a Life and banefire. Blind effectively nerfs them... there are plenty of options
its only the synergy witha good bless that makes these units particularly scary in the first place, which is at a big cost to the player, especially as N9 isn't particularly flash on a pretender for anything other than global spells - certainly not good for a SC.
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October 30th, 2008, 06:19 AM
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Major General
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Join Date: Sep 2007
Location: Scotland
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Re: Blood of the First Born
Quote:
Originally Posted by chrispedersen
There are few (no) late game counters for high hit point units, at least none that dont' work equally well against low hit point units.
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Well, that's going to be true generally. Direct damage will always be equally effective (or more effective) against low-hp units, and save-or-die doesn't care about hits in the first place.
There's a variety of battle magic that causes large amounts of non-resistible damage already, and it will preferentially target high-hp units thanks to the way the AI works. Save or die spells on the battlefield tend to aim at high-hp units as well.
If you mean there are few strategic spells that will be more effective against giants than humans, I have to agree. I don't see how killing random units in an army is more effective against giants than humans, though. It seems to me that human-size armies, because of their greater numbers, would lose more units than giant armies would.
If an assassin spell preferentially targetted units with higher hits, and the assassin used that handy sword that deals extra damage against units larger than the wielder, that might be interesting.
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October 30th, 2008, 06:33 AM
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General
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Join Date: Mar 2007
Location: Japan
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Re: Blood of the First Born
Quote:
Originally Posted by chrispedersen
There are few (no) late game counters for high hit point units, at least none that dont' work equally well against low hit point units.
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Sure, petrify works equally well against a blessed Jaguar Warrior or a Tartarian. It's more likely there are 100 warriors than 100 tarts though. So in that sense petrify (etc.) does not work as well against low HP units, since there will probably be more of them.
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October 30th, 2008, 06:14 PM
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BANNED USER
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Join Date: May 2004
Posts: 4,075
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Re: Blood of the First Born
"If you mean there are few strategic spells that will be more effective against giants than humans, I have to agree. I don't see how killing random units in an army is more effective against giants than humans, though. It seems to me that human-size armies, because of their greater numbers, would lose more units than giant armies would."
Yes. Being able to kill the same proportions is more effective because the spells I enumerated don't kill ANY. For example armageddon won't kill *any* giants.
So having a spell that will kill some giants.. is a step up.
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October 30th, 2008, 07:41 PM
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Sergeant
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Join Date: Jul 2008
Location: London, England
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Re: Blood of the First Born
big units already have their work cut out via cost and being able to be simultaeniously attacked by 54 burgmeister guards (9 squares sorounding big guy, 6 armed hoburgs per square)
now just put on a few buffs on the hoburgs with you're mages in the same way you would for the giant. iron bane to take down armor, strength of giants to bump up the damage, quickness turning 54 attacks per turn into 108...etc
also each consecutive attack per turn reduces the enemies defence stat, so with 54 unquickened hoburgs attacking at once half of them are likely to be striking a big old SC with no defence or parry skill - free hits anyone.
and that's without quickness, with quickness thats 3/4 of you're hoburg horde having not one but 2 free hits.
offcourse many can die with aoe weapons SCs may use and fire sheild but you'll still get a fair amount of free hits and you can cast some buffs to protect you're tiddlers, there are spells to protect against fire and anything else the SC may throw at you.
in short SMALL IS POWERFUL!!!
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October 30th, 2008, 09:52 PM
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BANNED USER
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Join Date: May 2004
Posts: 4,075
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Re: Blood of the First Born
Quote:
Originally Posted by Nikelaos
big units already have their work cut out via cost and being able to be simultaeniously attacked by 54 burgmeister guards (9 squares sorounding big guy, 6 armed hoburgs per square)
now just put on a few buffs on the hoburgs with you're mages in the same way you would for the giant. iron bane to take down armor, strength of giants to bump up the damage, quickness turning 54 attacks per turn into 108...etc
also each consecutive attack per turn reduces the enemies defence stat, so with 54 unquickened hoburgs attacking at once half of them are likely to be striking a big old SC with no defence or parry skill - free hits anyone.
and that's without quickness, with quickness thats 3/4 of you're hoburg horde having not one but 2 free hits.
offcourse many can die with aoe weapons SCs may use and fire sheild but you'll still get a fair amount of free hits and you can cast some buffs to protect you're tiddlers, there are spells to protect against fire and anything else the SC may throw at you.
in short SMALL IS POWERFUL!!!
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Sorry,
You're nuts = ).
Almost any AoE spell will kill your hoburgs. AoE spells in fact kill relatively more small units than large ones, as the large ones are limited to 1 per square, and hence spread out more.
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October 30th, 2008, 10:16 PM
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First Lieutenant
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Join Date: May 2008
Location: Perth, Western Australia
Posts: 731
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Re: Blood of the First Born
It’s a balanced trade off
Yes, AOE spells will hurt small units a lot more. But hey will also gain a lot more out of AOE buffs. And are a lot more resilient to single unit kill spells because, well, who cares if you lose one hoburg? There is also a lot less luck involved - an unlucky affliction is inconsequential on a cheap unit, but get unlucky and one of your giants goes blind?
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October 30th, 2008, 10:16 PM
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Lieutenant General
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Join Date: May 2008
Location: Utopia, Oregon
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Re: Blood of the First Born
Quote:
Originally Posted by chrispedersen
Yes. Being able to kill the same proportions is more effective because the spells I enumerated don't kill ANY. For example armageddon won't kill *any* giants.
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The damage that these spells cause, should simply be upped. I mean, I could have sworn that "Armageddon" describes huge cracks being torn in the earth, and people falling into them. Last I checked, that should kill a giant easily enough.
If the spell describes a small damage, like "Fires From Afar", then it should do that small damage, but things like "Flames from the Sky" describe themselves as "enormous force", and causing "great damage", that should either (have the chance to) kill, or horribly afflict giant sized targets.
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October 31st, 2008, 02:46 PM
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Major General
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Join Date: Mar 2007
Location: Seattle
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Re: Blood of the First Born
Quote:
Originally Posted by Nikelaos
to be fair i think every path has atleast one spell more than capable of taking down SCs or atleast a spell to give you an SC to face off the other in 1 on 1 mortal combat or 2 on 1 if you can gather the gems.
lets make a list
astral - soul slay
water - claws of kokytos
fire - the inferno (what's the real name of the spell again?)
nature - just send some mages behind a few tarrasques to buff them
death - tartarians
earth - same as nature but iron dragons instead of tarrasques
air - actually a little more lacking but has some nice buffs to combine with other paths to take down SC's
Blood - send horrors at the SC, horrors happen to horror mark with their attacks so the strength of the horrormark will get stronger and stronger untill a doom horror wipes him out.
any other ideas, particularly for air?
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Astral: Paralyze
Fire: Incinerate
Nature: Charm
Death: Drain Life
Earth: Petrify
-Max
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