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NATURE Realm

Just a note that I had expected Teleport to help against Crack's Call now that merging does, but apparently not. Would fit thematically, dunno about balancing.
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Cracks call is much better than vanilla, perhaps even fine.
I am now in game with hero focused build (warlord, tactician, famous, charismatic, artificer) on master difficulty. And 3 enemy wizards are nature. The good part is they all are peaceful and lawful. The bad part is that I declared war on Myrran wizard and can not use my heroes against him. Only invisible leadership ninja is useful. I am resisting the temptations of save/load abuse, but cracks call is greatest source of such temptations in whole game. I hope to research create artifact and equip my heroes with lionheart bringing them over 21 hp.
It is not without counters. Life has lionheart to make sure you can survive and heal. Sorcery has flight and invisibility. Death has wraithform which may be a bit too strong for a common. Chaos is a bit out of luck.
Changing it to 85 mana cost and 100% may be a good idea. Human can no longer abuse s/l to cheat with it or against it.
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The increased cost would be interesting, but how often could you actually use that in the uncommon tier? Getting a spell before you can actually cast it seems like a waste. Also the damage per turn would noticeably go up; i think that cost would justify it, but it would change the nature of the spell.
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Spell that does nothing 75% of time is not that fun. You can say that casting petrify on high resistance single figure target is 90% chance to do nothing, but in case of petrify you can affect the percentage.
Perhaps change it to 25 mana 5 points of doom damage, can not heal target this battle, can not resurrect targets killed by it?
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No it needs to do more than exaltation since exaltation doesn't count as healing. And realistically it needs to do more than exaltation plus regeneration plus 2 or 3 (vampiric weapon) in order to threaten heroes, which is its primary function.

Also note it does 5 damage per figure OR 21, so as a secondary function it often does 30 damage. So you can't reduce it a lot, since it's secondary function is to kill super buffed 6 figure city troops.
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A Nature Uncommon that deals 2-3 Doom Bolts worth of damage, in one shot, at a lower cost than 2 doom bolts, might not be the best thing ever to have in the game.
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Currently we have a spell that has 75% chance to do nothing. And this chance can not be changed by skill save or resistance. And with wraith form down to common compared to rare in vanilla suddenly death is the best realm for hero buff strategies.
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I'd argue Death isn't the best hero buffing realm - protection from crack's call doesn't make heroes stronger against anything else.

Aside from that, you tell the truth and that's exactly how it is meant to be. Normally a "random" effect would be chaos, but chaos already has a nonrandom version so it has no use for one. Nature on the other hand most definitely needs it. Feel free to read the older posts in the tread, I'm quite sure there were discussions about this spell already.
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(February 11th, 2018, 06:34)muxecoid Wrote: I am now in game with hero focused build (warlord, tactician, famous, charismatic, artificer) on master difficulty. And 3 enemy wizards are nature.

Can I just say ... HA HA!

Builds will always be more effective against some and less against others, and if you pick a difficulty that is a challenge usually, this kind of situation should likely make you lose. But perhaps you can get a break elsewise (seems to me the other major effect than "enemy wizard effectiveness against your build" is "enemy wizard tendency to gang up against you").
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Mono-Life is meant to deal with Crack's Call through the use of Lionheart to push hero health above 21. That, paired with Exaltation and some caster units to ensure you can heal the 24 damage in one turn if necessary, is good enough. Of course, finding Wraith Form or Merging equipment in treasure is even better, but with artificier, creating Lionheart items shouldn't be hard.

Maybe there should be some sort of a mechanism that ensures Create Artifact appears at a reasonable timing if the player is Artificier? If it's the last rare to show up, that's pretty awful.
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