July 27th, 2024, 11:09
(This post was last modified: July 27th, 2024, 11:10 by Seravy.)
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I wonder if there is a anything that could be done to common Chaos or Sorcery spells to add more synergy to Chaos/Sorcery without making them significantly stronger or different individually. Especially chaos commons.
It used to be my favorite and strongest combination but with the current much better game balance and stronger AI, it's much harder to survive the early game and make it there as both have a weaker early game.
Now as I think about it, a big reason why their early game is so bad is the significant overlap in spells. Both Chaos and Sorcery has a -2 save spell to disable enemy units and another with higher save penalty but weaker effect. Both have early direct damage spells, five total together. 7 if you count Phantom summons as direct damage. Both pierce or ignore armor. Both have a single, fairly average common creature that relies on being stronger if it attacks first. Both have buffs that are situational and don't really provide much raw power. Both have one spell to disable arrow projectiles. Both have spells to circumvent city walls (Disrupt and Flight as well as Chaos Channels). Water Elemental and Fire Giant are extremely similar in cost, role and stats. Sorcery's advantage in diplomacy makes corruption and volcanoes bad.
The only real synergy I can think of is Gargoyle with Blur or Guardian wind. But without guaranteeing early Gargoyles at 8 Chaos books, being able to buff them isn't as good. There is no unit in Chaos that uses Focus Magic particularly well either. I guess Philosopher's Stone providing extra combat skill is nice for Chaos but it's not particularly early.
Later on there are much better synergies, but the early game does seem to suffer a lot.
I suspect minor tweaking to 2 or so spells could fix the problem but I have no good ideas on which spells and how, and I don't want to make it too obvious like "this deals 5 more damage if you have Chaos books", there is no fun in that.