.com.unity Forums
  The Official e-Store of Shrapnel Games

This Month's Specials

Raging Tiger- Save $9.00
winSPMBT: Main Battle Tank- Save $6.00

   







Go Back   .com.unity Forums > Illwinter Game Design > Dominions 3: The Awakening

Reply
 
Thread Tools Display Modes
  #1  
Old August 25th, 2008, 07:29 PM
Jazzepi's Avatar

Jazzepi Jazzepi is offline
Major General
 
Join Date: Jan 2004
Location: Columbus, OH
Posts: 2,204
Thanks: 67
Thanked 49 Times in 31 Posts
Jazzepi is on a distinguished road
Default Re: Paralysis is overpowered.

Quote:
Originally Posted by Zeldor View Post
K:

Decay works on undead.
Have you ever looked at an undead unit's lifespan? Decay may effect them, but they live so long it's irrelevant.

Jazzepi
Reply With Quote
  #2  
Old August 25th, 2008, 09:06 PM

K K is offline
First Lieutenant
 
Join Date: Feb 2007
Posts: 773
Thanks: 2
Thanked 31 Times in 28 Posts
K is on a distinguished road
Default Re: Paralysis is overpowered.

Quote:
Originally Posted by Zeldor View Post
K:

Decay works on undead.
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?
Reply With Quote
  #3  
Old August 25th, 2008, 09:22 PM
NTJedi's Avatar

NTJedi NTJedi is offline
General
 
Join Date: Jun 2003
Location: az
Posts: 3,069
Thanks: 41
Thanked 39 Times in 28 Posts
NTJedi is on a distinguished road
Default 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.
__________________
There can be only one.
Reply With Quote
  #4  
Old August 25th, 2008, 09:38 PM

konming konming is offline
Second Lieutenant
 
Join Date: Sep 2007
Posts: 525
Thanks: 17
Thanked 17 Times in 10 Posts
konming is on a distinguished road
Default 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?
Reply With Quote
  #5  
Old August 26th, 2008, 02:09 PM
Adept's Avatar

Adept Adept is offline
Sergeant
 
Join Date: Nov 2003
Location: Finland
Posts: 250
Thanks: 19
Thanked 13 Times in 8 Posts
Adept is on a distinguished road
Default Re: Paralysis is overpowered.

Quote:
Originally Posted by konming View Post
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?
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.
Reply With Quote
  #6  
Old August 26th, 2008, 07:35 PM
NTJedi's Avatar

NTJedi NTJedi is offline
General
 
Join Date: Jun 2003
Location: az
Posts: 3,069
Thanks: 41
Thanked 39 Times in 28 Posts
NTJedi is on a distinguished road
Default Re: Paralysis is overpowered.

Quote:
Originally Posted by konming View Post
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?
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.
__________________
There can be only one.
Reply With Quote
  #7  
Old August 26th, 2008, 08:01 PM

K K is offline
First Lieutenant
 
Join Date: Feb 2007
Posts: 773
Thanks: 2
Thanked 31 Times in 28 Posts
K is on a distinguished road
Default Re: Paralysis is overpowered.

Quote:
Originally Posted by NTJedi View Post
Quote:
Originally Posted by konming View Post
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?
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?
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?"
Reply With Quote
  #8  
Old August 26th, 2008, 08:52 PM
sector24's Avatar
sector24 sector24 is offline
Second Lieutenant
 
Join Date: Jul 2007
Location: Durham, NC
Posts: 509
Thanks: 84
Thanked 44 Times in 14 Posts
sector24 is on a distinguished road
Default Re: Paralysis is overpowered.

Quote:
Originally Posted by K View Post
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.
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.
Reply With Quote
  #9  
Old August 27th, 2008, 01:20 AM

K K is offline
First Lieutenant
 
Join Date: Feb 2007
Posts: 773
Thanks: 2
Thanked 31 Times in 28 Posts
K is on a distinguished road
Default Re: Paralysis is overpowered.

Quote:
Originally Posted by sector24 View Post
Quote:
Originally Posted by K View Post
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.
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.
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.
Reply With Quote
  #10  
Old August 27th, 2008, 01:19 AM
NTJedi's Avatar

NTJedi NTJedi is offline
General
 
Join Date: Jun 2003
Location: az
Posts: 3,069
Thanks: 41
Thanked 39 Times in 28 Posts
NTJedi is on a distinguished road
Default Re: Paralysis is overpowered.

Quote:
Originally Posted by K View Post

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?"
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.
__________________
There can be only one.
Reply With Quote
Reply

Bookmarks

Tags
astral, balance, paralysis


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump


All times are GMT -4. The time now is 09:40 AM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2024, Shrapnel Games, Inc. - All Rights Reserved.