September 24th, 2017, 18:45
(This post was last modified: September 24th, 2017, 18:45 by Nelphine.)
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As a life fanatic, who plays against supreme light on lunatic, I can say I've literally never cared about the regen portion of supreme light, whether I was using it, or it was being used against me. But the armor is unbelievable.
September 25th, 2017, 09:55
(This post was last modified: September 25th, 2017, 09:57 by Seravy.)
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Armor...well assuming we change armor...
How much of it do we want anyway? I'd say at least 3 for a magician type unit, their armor and HP is low, any less doesn't really help the unit much. But then we aren't anywhere different from the current...
I still think the problem is the HP recovery. On a 16 HP unit, regenerating 50 makes it capable of fighting 4 times longer than normal. Or you could say it's worth 10 Healing spells, 150 mana...per unit.
What really looked wrong was when Hadriex had 3 warlocks with this and some other buffs (High prayer probably) against a Call Lightning and regeneration was enough to make them all survive the full 25 turns.
September 25th, 2017, 10:49
(This post was last modified: September 25th, 2017, 10:54 by Nelphine.)
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Right but again, that's ideal. That's a very rare designed to allow you to survive a long time against low damage, being used against a very rare designed to do low damage, that adds up. Supreme light (even troll regen which isn't even very rare) should counter call lightning. If you want to kill the warlocks, hit each of them with 3 ice bolts. (Probably only need 2 ice bolts in reality)
If you want call lightning to overcome regen, you need to up the power of call lightning, not reduce the power of regen.
September 25th, 2017, 12:09
(This post was last modified: September 25th, 2017, 12:09 by Nelphine.)
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Incidentally, I think it would be fine to completely remove the regen aspect of supreme light if you felt that was needed. But I wouldn't give half regen.
September 25th, 2017, 12:25
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Yeah but the part of the unit coming back after battle is needed and both are the same "Regeneration" ability.
I guess I can try to find a way to separate them but idk...maybe if units only applied the effect of the "Regeneration" unit ability if their base unit type also has it? Don't think there is another way to grant it - spells work on their own without granting the ability (unlike most other similar spells) and items grant "item regeneration".
I remember there was a Life game where I used the spell with Archangels and it didn't feel overpowered but...I can't remember which one and if it was two or one health regenerated back then.
September 25th, 2017, 12:48
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I don't think its an issue. Yes it hurts nature, a little, but gebeally nature does well against life. Having one very rare that gives life some anti nature ability is not a big deal. If you're keeping regen, keep regen.
October 4th, 2017, 16:09
(This post was last modified: October 4th, 2017, 16:09 by zitro1987.)
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I believe Supreme Light is overpowered, but simply on its research cost being below average for 'v rare'. This is among the very best combat enchantments in the game for its various bonuses, likely superior to high prayer. I suggest 6000rp to at least keep it par.
Speaking of high prayer, it would be nice if it were less redundant/similar to 'prayer' and in a sense 'supreme light'. After all, we do not have a 'high black prayer' on death. That could leave out a slot for a truly powerful/fun spell like a widespread +2 movement to all units in combat.
Inspired by the multi-effect global enchantment changes, would it be possible for Life Force to add +1 resistance to all friendly units, to combat eternal night's effect at the very least?
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Possible, yes but Life already has a ton of enchantments that globally buff all units. And it already has so much resistance buffs it ridiculous. I don't see the need for another one.
I'm not removing or changing High Prayer and I believe I have said that multiple times already. There are plenty of spells in that game that are upgrades of others and Life actually is the realm where this is the least frequent. There is no need to remove their best spell from the game just for that, by this logic we don't need Colossus either because it's just a stronger Stone Giant.
I've raised the research cost of Supreme Light for now but I might reduce it again after we decide what to do with the effect.
October 23rd, 2017, 04:03
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Interesting fact: if you can see planar travel units (whether from the spell, or from standing on a tower) on one plane, you can also see them on the F2 map on the other plane, even if you have never explored that spot on the other plane. I love it!
October 29th, 2017, 10:12
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This is now updated to the best of my knowledge, all changes mentioned in the recent change log have been applied.
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