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Races, Units, Buildings

just because I havent lost anything of importance doesnt mean the steam cannons are op. They suck huge when attacking and not defending. I am moving away from them as fast as I can. But probably too late. Also remember dwarves dont get priests or magicians, so I think steam cannons are fine.

Now, Dispelling Wave.. thats OP. It should work on diminishing rewards or something, it regurarly takes out 10+ spells with ease. Especially when one buff spell is my only out against mass invisibility.

Still fun to play. :-)
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(August 26th, 2016, 14:29)grazzy Wrote: just because I havent lost anything of importance doesnt mean the steam cannons are op. They suck huge when attacking and not defending. I am moving away from them as fast as I can. But probably too late. Also remember dwarves dont get priests or magicians, so I think steam cannons are fine.

Now, Dispelling Wave.. thats OP. It should work on diminishing rewards or something, it regurarly takes out 10+ spells with ease. Especially when one buff spell is my only out against mass invisibility.

Still fun to play. :-)
Yep, after watching the game up to part 7 I think the cannons are fine. You are playing spells that support them well too, and the AI, at least Sharee didn't really have any spells that can deal with them. No invulnerability, iron skin, flame strike etc., as far as I could tell not even Possession. I still think the 7 armor is overkill though, would probably be more balanced with 5 (they gain armor from levels and minerals so at a base 7 armor they usually have 9-10 effective armor and that's...as much as a great drake's armor), but aside from that cannons are good the way they are.

Having doubts about catapults though, they did seem way too impressive for their cost, not only did they draw spells form the enemy but also made all units go after them. That's a bit too good for 20 mp, I mean summoning a catapult usually wasted more AI turns than even earth to mud. What do you think?

Since they are nature units now, possession no longer works on them and that was the best counter to the spell.

About Dispelling Wave, let's just say it's about 7.5 times weaker than Disenchant True was, and 2.5 times weaker than the old Disenchant Area which no longer does this. So yeah, it's still powerful but...at least it's sorcery only.
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Yeah, dispelling wave is still huge when you're using a strategy based on buffs. I know dispels are the thing I'm dreading on impossible with my strategy (even on hard, I had on battle where something like 37 buffs got dispelled. Still won without a problem, but if nothing else, its enormously annoying to have yo recast that many buffs.)
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On summon catapult. I think you're right. If you compare to say, phantom beast, the catapult cones out ahead (distracts more resources from the enemy for a longer time). If you consider its damage dealing ability, I suspect it will come out ahead of most direct damage spells, simply because of long range - let alone any melee summons. And, you can win a battle with a catapult surviving.

So given all that, I'd be in favor of summon catapult being more expensive. Compare to direct damage spells, given how long a catspuly can expect to last, add a bit for occupying resources.
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Posted my reply in the Nature topic because it belongs there :

http://www.realmsbeyond.net/forums/showt...#pid605685
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Having moved on to extreme, I'm trying to prepare for impossible, so I've been trying to make dwarves work.

I think drawrves are overpowered - specifically, huge food production (in my expansion phase, even though I was non stop building troops every turn in multiple cities, I didn't need anyone dedicated to farming in any of my cities because granary/farmers market/foresters guild covered all my food needs (my army is stronger than all the AI combined).

Then, my cities grow actually much faster than expected (due to always affording to buy sawmill/granary/marketplace/farmers market/miners guild/foresters guild in every city due to huge gold income), so I did manage to get out of the expansion phase - but then one city with an animists guild still covers all my food needs.

I'd like to suggest dwarves be banned from farmers markets. (Possibly also animists guilds, but that could be too much).
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(August 27th, 2016, 13:24)Nelphine Wrote: I'd like to suggest dwarves be banned from farmers markets. (Possibly also animists guilds, but that could be too much).
Animist Guild requires the farmer's market so it's either both or neither. It's been a while since I played dwarves, maybe I should do it again...need more time lol.
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Also, once you see a few dwarf cities with coal + miners guild (or 2 coal tongue), that's a HUGE discount to troops.

I would definitely raise the cost of steam cannons to 120-140, and possibly some of the other troops.
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Also, slightly odd that most dwarven cities can build steam cannons before swordsmen. Perhaps put a military building (fighters guild? No probably smithy) Requirement on them? And, very strange that you can 100% build them before catapults. Why bother even showing catapult as an option for dwarves?
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(August 27th, 2016, 13:45)Nelphine Wrote: Why bother even showing catapult as an option for dwarves?
Because bothering to NOT show them as an exception would be the more work :D
These are the original building requirements and I see the problem.
I think cannons would make more sense requiring a mecha guild but you also get golems for that so...that's redundant.
Steam cannons actually require smithy so they cannot be unlocked before swordsmen.
What if the cannons required University instead of Miner's Guild? Since you almost always want a Miner's guild in our dwarf city anyway, and both get you closer to the Golem.
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