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August 25th, 2008, 07:29 PM
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Major General
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Join Date: Jan 2004
Location: Columbus, OH
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Re: Paralysis is overpowered.
Quote:
Originally Posted by Zeldor
K:
Decay works on undead.
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Have you ever looked at an undead unit's lifespan? Decay may effect them, but they live so long it's irrelevant.
Jazzepi
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August 25th, 2008, 09:06 PM
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First Lieutenant
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Join Date: Feb 2007
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Re: Paralysis is overpowered.
Quote:
Originally Posted by Zeldor
K:
Decay works on undead.
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I thought that Decay didn't have a chance to kill old undead like it does with living units who are -- or have been taken by the Decay effect-- into old age.
Am I wrong about that?
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August 25th, 2008, 09:22 PM
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General
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Join Date: Jun 2003
Location: az
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Re: Paralysis is overpowered.
I think paralysis should allow those paralyzed to have another MR roll each turn, if they succeed the MR roll then an extra 2 to 10 turns of paralysis are removed. Those with strong MR should overcome the paralysis more quickly since battle turns are so limited.
Just another DOM_4 improvement.
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August 25th, 2008, 09:38 PM
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Second Lieutenant
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Join Date: Sep 2007
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Re: Paralysis is overpowered.
I do not really know about that. Soul slay is just one level up there and it is generally much better against SCs. Paralyzed SCs still may have cold/heat aura, fire/astral shield, blood vengence, awe+fear and more. Why should we nerf a spell that's specifically against thugs/SCs so it would not work on thugs/SCs? Paralyze already has 0.7% chance of working casted by a base caster against 25MR. Who would ever use paralyze against anything if each turn it can shrug off 2-10 turns?
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August 26th, 2008, 02:09 PM
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Sergeant
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Join Date: Nov 2003
Location: Finland
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Re: Paralysis is overpowered.
Quote:
Originally Posted by konming
I do not really know about that. Soul slay is just one level up there and it is generally much better against SCs. Paralyzed SCs still may have cold/heat aura, fire/astral shield, blood vengence, awe+fear and more. Why should we nerf a spell that's specifically against thugs/SCs so it would not work on thugs/SCs? Paralyze already has 0.7% chance of working casted by a base caster against 25MR. Who would ever use paralyze against anything if each turn it can shrug off 2-10 turns?
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What happens is the AI casts paralyse first. If you have a lot of casters, they spam paralysis spells. After the most threatening / high value targets have been paralysed the slay soul spells start.
This is how it seems to go in the current version.
I'll clarify this a bit more. I don't have an issue with paralysis being efficient and useful. It's the rediculously long duration that I hate. The battles don't last long enough that the 20 - 40 round duration would have time to pass, so at the moment it's practically "paralysed until the end of the fight". That's the silly bit.
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August 26th, 2008, 07:35 PM
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General
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Join Date: Jun 2003
Location: az
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Re: Paralysis is overpowered.
Quote:
Originally Posted by konming
Paralyze already has 0.7% chance of working casted by a base caster against 25MR. Who would ever use paralyze against anything if each turn it can shrug off 2-10 turns?
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You don't even know the possible formulas which can be used for shrugging off 2-10 turns and you think it's a bad idea?
Give it more thought.
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August 26th, 2008, 08:01 PM
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First Lieutenant
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Join Date: Feb 2007
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Re: Paralysis is overpowered.
Quote:
Originally Posted by NTJedi
Quote:
Originally Posted by konming
Paralyze already has 0.7% chance of working casted by a base caster against 25MR. Who would ever use paralyze against anything if each turn it can shrug off 2-10 turns?
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You don't even know the possible formulas which can be used for shrugging off 2-10 turns and you think it's a bad idea?
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Considering that the pro-SC crowd won't accept more than a few turns of paralysis for a fully buffed and kitted out SC, then there really doesn't have to be a discussion.
Buffed and kitted SCs can't be killed in a few turns. Heck, they can't even be killed in twenty turns if they regenerate and have something as common as a Fire Shield (and considering how lucky you need to be to get a Paralyze to land, I don't even know why we are having this discussion).
Basically, asking to reduce the duration is the same as asking to have the spell removed from the game. Considering that a reduced duration of any kind makes it less useful for killing Blessed troops and other powerful units, the only question is "how many strategies are the pro-SC crowd willing to ruin?"
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August 26th, 2008, 08:52 PM
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Second Lieutenant
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Join Date: Jul 2007
Location: Durham, NC
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Re: Paralysis is overpowered.
Quote:
Originally Posted by K
Considering that any nerf on the duration of the spell would make it useless against regular armies, and it can be easily countered anyway, any change might as well be a straight deletion of the spell. Simply put, not having a spell on the casting list is better than having a useless spell.
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I just have to point out how truly awful this argument is. Let's say we reduced the paralyze duration from 7 turns to 6. Would that make it worthless? Of course not. You are creating an all or nothing scenario where none exists. There may be some way to reduce the paralyze duration to something more acceptable, and maybe it doesn't need to change.
No offense intended, but I mean...come on.
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August 27th, 2008, 01:20 AM
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First Lieutenant
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Join Date: Feb 2007
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Re: Paralysis is overpowered.
Quote:
Originally Posted by sector24
Quote:
Originally Posted by K
Considering that any nerf on the duration of the spell would make it useless against regular armies, and it can be easily countered anyway, any change might as well be a straight deletion of the spell. Simply put, not having a spell on the casting list is better than having a useless spell.
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I just have to point out how truly awful this argument is. Let's say we reduced the paralyze duration from 7 turns to 6. Would that make it worthless? Of course not. You are creating an all or nothing scenario where none exists. There may be some way to reduce the paralyze duration to something more acceptable, and maybe it doesn't need to change.
No offense intended, but I mean...come on.
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It's only a bad argument if it's taken out of context, as you are doing.
For example, Adept claims in the first post that he sees Paralyzes lasting 20+ turns, and he wants them reduced to d6 +path, with a potential concession of open-ended d6s.
NTJedi wants successful saves to shave 2-10 rounds off per additional MR saves, which for a high MR unit means no Paralyze is lasting more than 10 turns in effect.
You have also asked for open-ended d6s after complaining of a 52 round paralyze, a rather drastic reduction if we accept that 52 round Paralyzes are common.
Except for Executor who asked for a "a little easier to resist or less turn paralyzed", suggestions have been for dramatic reductions in the effectiveness of the spell, therefore in context of the discussion one my argument makes sense. I'll admit I wasn't super-specific when I wrote that bit, but it seems pretty far-fetched that I was arguing against a hypothetical that no one had brought up.
Also, since a one turn reduction is not a "nerf" by any common-sense notion of the idea, it seems that you are criticizing an argument I didn't make.
PS. It is very hard to offend me, but please don't take that as an invitation to try.
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August 27th, 2008, 01:19 AM
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General
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Join Date: Jun 2003
Location: az
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Re: Paralysis is overpowered.
Quote:
Originally Posted by K
Basically, asking to reduce the duration is the same as asking to have the spell removed from the game. Considering that a reduced duration of any kind makes it less useful for killing Blessed troops and other powerful units, the only question is "how many strategies are the pro-SC crowd willing to ruin?"
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Well first let me say I've been here a long long time and I seriously doubt the developers will make any changes to the current paralyze spell in DOM_3... so you can sleep safely.
Second the reduced duration I mentioned is for addressing two issues, none which have been discussed. The first is because current battle turns have an auto-retreat and an auto-kill too early which conflicts with the duration of battles in history. The auto-kill and auto-retreat were done to prevent a game turn from taking too long, unfortunately despite computers advancing and becoming more powerful the gamers currently have no options for increasing these auto-kill and auto-retreat settings. The paralyze spell basically makes a unit, mage or SC completely worthless for the usually the rest of the battle and if the target is struck with paralyze twice then the unit, mage or SC can be killed not by units but because of a game mechanic due to the auto-kill game turn limit... illogical. The second reason for the suggested reduced duration is because the game links magic resistance and the minds mental strength... hence spells like iron will. The second reason is because it seems only logical a creature of a strong mind(magic_resistance) should be able to break free much more quickly from a mind spell like paralysis compared to say an average militia unit. It's actually baffling to me why size even plays any part for reducing paralysis considering the huge size and seriously low intellect of most dinosaurs.
Summary:
Ideally an option should allow gamers to place their own game settings for the auto-retreat and auto-kill. New types of paralysis spells should be introduced such as ones which effect the targets outside body or inside body or sense of smell or sense of sight. And finally the current spell paralysis which gives the impression of targeting the mind should provide a reduced duration on creatures/beings with strong minds.
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