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Sorcery, Nodes/Lairs and Heroes

I had this whole post ready about what I felt was "wrong", but every time I reread it it just sounded like I was ranting, but that's not how it is. So let's try it this way...

I think, as another person mentioned with Create Artifact, that champions come far too late to be useful now. Usually if I see Summon Champion, for instance, Spell of Mastery is available right behind it. I feel like that's very odd pacing, and the reason why is related to nodes/lairs and Sorcery.

I mentioned it before, but I would really like an option to increase the difficulty of nodes and lairs and such. At first, I said for Myrror specifically, but I think it should be for the opposite plane the player is starting on. In my mind, it would be very nice to have the difficulty radiate from the starting cities where the closer they are, the easier they are with a random chance of them being a step or two more difficult than normal, and the further the harder they get. That way, when you're on the other plane, you're up against high count Sky Drakes, Great Drakes, Archangels and so on. Further, it should flip if you're the only one on the plane. So the most difficult plane would really be the one with less wizards on it. If they're even, then flip the table entirely - it's all difficult. Good luck.

Okay, so why? Because by the time you get a champion in most cases (you can get lucky to get one earlier, I know,) there's nothing left to send them at except other wizards. Usually that means without certain buffs on them they tend to die or sit and rot in some city for safety. That feels less like a champion and more like a burden. If you don't have heroism and warlord, it's harder. Fame is, also, fairly time consuming to get high enough that they start coming at higher levels. Those games don't usually end well because of Sorcery.

Sorcery is seemingly creating this additional problem on top of it. Things like Aether Binding causes not just a snowball, but an outright avalanche. You can see it in the history of most games - around 1510 everyone that gets to cast Aether Binding starts to rocket up in power. Everyone without starts to die off. 1510 means that's not a long game. 120 turns in, and you can spend the first 60 turns just building cities. It sounds like a lot of time, but it really isn't. When you have a high sorcery book wizard around, there's a looming danger they get a perfect spell roll for domination - Haste + Invisibility + Guardian Wind + Magic Immunity + Sky Drake. In my 200+ hours of playing, I've seen this combo far too often. It's extremely difficult to deal with, and almost always requires having sorcery books myself. The only thing I haven't really attempted is having Call the Void. The problem becomes you can't work "around" the problem by taking out lesser defended cities because where there's 1 stack, there's another - and it's probably heading in your direction. I mentioned it before, but most full on buffs for stacking gets eradicated because of dispelling wave (Sorcery) so that's out. Creature Binding can take out most high level summons, so that's also a risk.

It really is just not a fun time. I used to target Chaos wizards early. Now I target Sorcery, because they always end up far more dangerous than anyone else. Taking sorcery myself is easy mode. Now I don't even take Sorcery books unless I want a laid back game because it just makes things so much easier, and I think that's wrong.

So .. I think Aether Binding should be moved to a very rare spell, since it's just so ridiculous. That way there's time to actually do something before it snowballs so quickly being uncommon and easy to get. Or... it's benefit should maybe be halved. Something with it has to give, though. In addition, I think if you can be given the option of increasing node/lair/etc difficulty in some fashion, that would great help out the champions problem without doing anything to fame, ruining normal/fair play, etc.

Finally, dispelling wave moves to a combat only spell OR remove the ability for the AI to use it on things it should not be able to see. Either way, you then have a shot at moving in a fully buff army to make a go at it. The AI gets the chance, but the player does not (we cannot cast dispelling wave on things we cannot see!) Clairvoyance would allow them to use it anywhere just like now. That would seem appropriate.
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Completely agree, AEther Binding is way too ridiculous right now. I was running a two city Halfling empire mostly dedicated to research and I STILL built up 100+ skill with it. It should definitely be moved upto Rare or nerfed some.

Dispelling Wave and Stasis being able to target stacks anywhere also feels quite unfair. Is it not possible to limit AI usage of these, so that they only target them when they're close to their cities or such?

Also completely agree, Summon Champion and Create Artifact come too late now. Seravy said he intended heroes to be dominant in the mid-late game, but that doesn't happen in practice unless you get a super Agility hero and have the right counters to the realms. So usually Champions end up merely being used for defense.
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Are summon Champion and Create Artifact late for you? They tend to appear for me to research around late uncommon or early rare for me.
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Adjusting lair, node and tower monster budgets in Modding.INI is already implemented and will be in version 1.0.5

Summon Champion appears as a rare spell while Spell of Mastery appears only after all Very Rare spells. If you see them together, that means you didn't pick enough spellbooks in any realm to have Very Rare spells.
Unfortunately, if it appears as your last rare instead of the first, that can easily mean another 50+ turns of delay, but uncommon would be way too early - Summon Hero is uncommon.

Actually, as far as I remember, you can cast Dispelling Wave on overland tiles you cannot see as long as you have explored there before. Without being able to guess which tile has the heavily buffed enemy stack, it's not that useful but the targeting cursor at least shows which tiles have at least one buffed unit.

AEther Binding basically is equivalent to (worse than) a spell that produces power equal to the turn count. Assuming you get it on turn 100, you get 100 power which is definitely a good amount but ultimately, it's only as much as about 3-5 nodes depending on your node power settings, and you have no choice on how to spend that power, it only goes into SP. The only reason why it stands out and feels too good is because other realms don't get universal spells that are easy to use and produce power at uncommon, I don't think the amount is unreasonable especially considering there is an upkeep cost of 20 so the net gain is only 80 on turn 100.
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(May 19th, 2021, 03:21)Seravy Wrote: Adjusting lair, node and tower monster budgets in Modding.INI is already implemented and will be in version 1.0.5
OMG! Thats what i wait for! Tnx!
Will look at as soon as possible.
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Quote:Summon Champion appears as a rare spell while Spell of Mastery appears only after all Very Rare spells. If you see them together, that means you didn't pick enough spellbooks in any realm to have Very Rare spells.
Unfortunately, if it appears as your last rare instead of the first, that can easily mean another 50+ turns of delay, but uncommon would be way too early - Summon Hero is uncommon.
Doesn't matter. The point still stands - by the time you get Summon Champion the game is generally already decided and they take a backseat. They aren't very useful at that point because they can't survive anything, and if you pour resources into them then you're delaying what's already inevitable at best, and at worse you're likely to ruin the win waiting for them to catch up. I'll concede that if you're playing on "Fair" or "Normal", and are finding those difficult, then it makes some semblance of sense. If you're playing on anything else higher, and have the capability to win the game on those difficulty settings, then it does not. I'm on turn 218, and I was just able to research Summon Champion in this current game. That's almost 80 turns after the entire map of was cleared of anything worth doing. But, okay, you have a way coming up that will give us a chance to change the lair/node values. Hopefully that's all that's needed... I'm going to guess it's still too late.

If you're using Summon Hero at all, you're doing it wrong. That is probably the worst spell ever. Speaking of arcane... what happened to Awareness? I haven't gotten that at all since 1.0.4? Did I miss that change? Let me go check.

Let me make a suggestion here, since Summon Hero is early game, and it useless if you know what you're doing. How about making Summon Hero summon based off fame + famous + some percentage bonus based off current values? Then you can nuke Summon Champion out of the game, get to have a controllable pacing spell, and solve the not-early-enough-problem for those later tier heroes. Actually... that's pretty much partially how it worked way back before 1.31 if I remember correctly. Hmm.


Quote:Actually, as far as I remember, you can cast Dispelling Wave on overland tiles you cannot see as long as you have explored there before. Without being able to guess which tile has the heavily buffed enemy stack, it's not that useful but the targeting cursor at least shows which tiles have at least one buffed unit.
That just makes it worse. Nobody should be able to dispel 1,000+ mana of buffs with 25, much less without even seeing it. Aether Binding just makes it worse because it doubles the effectiveness. It's not just about spell power here. It's the whole package at a very common and early grade, giving the, arguably, most powerful school of magic even more power. Sorcery counters Sorcery - and everything else. Nothing counters Sorcery except killing those fast, but then that's the counter to everything right? Sorcery is CoM easy mode, even for the AI. Low-hanging fruit change to just adjust AEther Binding to the realms of not-so-stupid-OP.
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My suggestion is to simply move Summon Hero to common and make Summon Champion and Create Artifact both uncommon spells. Summon Champion could be an early uncommon spell with a high casting cost so that there's a legitimate choice between continuing with your heroes or making investments into champions. Create Artifact could be a late uncommon so that the player gets a chance to craft Artifacts before being embroiled in battles involving Rare spells, which are often too risky for heroes without the right counters.
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