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So I tried every 2-color combination...

So I tried every 2-color combination without retorts over the course of almost a year. I'm trying to build a tier list for them and would appreciate any thoughts or feedback. Honestly it's daunting to try and fairly rank each color combination.

Here's a video on the topic
https://youtu.be/m5stTchlO68

Here's a playlist of all the videos of each combination.
https://www.youtube.com/playlist?list=PL...VekL9VuxAb
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Red/green is pretty much one trick pony emphasis on brute force. It good at what it does but not cover each other weakness, just synergized strong point. I did not know this at first due to early version of CoM for windows ai sorcery tend to not survive till late game but I definitely have problem facing late game mono-Sorcery as one trick pony is easily fall victim to trickery. Also, red/green is more powerful if you have lot of red wizard to buff you up. It thrived in 14 wizard games and better than other red oriented game in such game size due to it make sure that other red wizard would not become your long term theat in late game. But without red coalition to stack your Resistance up, it's weak against sorcery.
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I have watched many episodes of your series, first of all, I want to thank you because they are very entertaining and interesting.

Also, I think you could do a lot better if you go for nodes instead of going for cities, if you go for nodes and become stronger and wants cities, just let another wizard build the cities and take them from him. Also heroes + artifacts combinations are a lot more powerful than you think. I once saw you throw away flight+-1 resistance artifacts or merging artifacts. For example, range hero with merging artifact can take 40-50% of nodes on the map just by himself. if he is a strong hero, he can take 70-90% of all nodes/towers by himself.
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Congrats on your successful exploration into the unknown! Your streams are a goldmine for modders. Take care!
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Sorry, I should have posted this sooner. The fruits of my labors: https://www.youtube.com/watch?v=bB7mAnPDUuM
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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.
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Personally I just don't find any Common tier Chaos spell very useful outside of Flame Blade and Fire Bolt, and the former is only really useful when combined with Life buffs(or Draconian Bowmen). Maybe you could start by relooking at them and buffing some key spells? Hell Hounds in particular could use some more love.
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Two best common chaos spells for me are flame blade and warp creature, warp creature can reduce resistance to 0, which means you can do with that creature/unit pretty much what you want if you have the right spells.
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Hi,

I would just like to comment please that I find it hard to play vs chaos wizards early game because they make a gargoyles or a group of gargoyles, somehow they have this spell early and there are only a few counters to these creature. using these gargoyles makes it easy for them to discover your cities and this makes it easier for them to ruin your resources (gold silver etc...). if a chaos wizards just make 9 gargoyles and send them to capture all of your cities, how do you counter that?
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Weakness, Web, illusion damage, most heroes, buffed bowmen, units with breath or thrown attacks are my first ideas to counter them.
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