See post http://www.realmsbeyond.net/forums/showt...#pid853793
I believe there is a possibility that the Chaos Sorcery dual realm combination might need some improvement, so I'm trying to organize my thoughts and hope everyone helps with that here by answering the following questions.
1. Do you think Chaos+Sorcery is underpowered and/or not fun to play and needs additional synergy between their spells in the early game? In other words, is there even a reason to do something?
2. Which common or uncommon Chaos or Sorcery spells have a unique enough effect that a similar spell from the other realm would not benefit from whatever change we might implement? (We want to only alter how the two realms play together, without affecting mono realm gameplay)
3. What kind of effect from the other realm that matches the realm's capabilities could be added to indirectly boost those spells?
4. Which Chaos or Sorcery common or uncommon spell do you think could be altered in the first place? All the spells serve a specific purpose and have been tested for balance for a very long time, so careless changes are almost guaranteed to do more harm than good at this time.
5. What existing synergies are there in the two realms for common and uncommon tier spells?
An example of what kind of change I'm looking for, if any, would be Sky Fires gaining the effect to reroll curse resistance rolls and becoming Fate Mastery, an effect that does almost nothing to Chaos (and very little even for Life, Sorcery or Nature) but improves its synergy with Death significantly. The other example would be how Chaos Channel and being undead can coexist on units, making them count as both Chaos and Death units to receive buffs that affect either.
My thoughts :
1. Considering I haven't played the game for the past year or so, I'm far from being certain but I think yes. the overlap in spells between the two realms is massive (see linked post) and while I remember adding synergies for this realm pair, almost all of them were for mid and late game spells. I overlooked the early game as "that's where it should be difficult, this realm pair has the strongest late game" but it's very possible that the early game is too weak for higher difficulty levels now to last until the late game. Most of the powerful early game strategies have been made more balanced so it's not as simple as being carried by a strong early normal unit or hero anymore, or at least that's what I think right now. However I definitely do tend to overthink stuff so I might be wrong.
2. Phantom summons, Focus Magic(only casting ability buff), Blur, Flame Blade (only direct combat stat buff), Fire Elemental, Gargoyles (high armor), Philosopher's Stone (skill buff)
3. Some form of global and cheap attack buff could make Phantom Warriors much more powerful. A creature with casting ability or many figures and a magical ranged attack could make Focus Magic better. (I don't think adding a new create should be considered this late in the development though), Flame Blade would be powerful when combined with many defensive buffs on a low attack high figure unit. Fire Elemental would benefit from enemy units failing to do magical damage, activating the relevance of Weapon Immunity. Gargoyles would be drastically stronger if their attack could be buffed. Additional casting skill already benefits Chaos a lot, but mana crystals and range penalties for casting can still be a bottleneck, so improvements on those would have synergy with Philosopher's Stone.
As the two realms have many redundant common and uncommon spells with similar effects, a way to skip researching these "duplicate" spells or replace them with other spells could be beneficial. Chaos randomly shuffling spells in the research book would fit the realm's abilities. (However this is definitely a way too drastic thing to implement)
4. This is the hard part, idk. Disrupt could use some overhaul I guess. Not much else I can think of. However buffing Disrupt makes defensive gameplay in the early game harder which would make Chaos/Sorcery even harder to play so it is very likely to backfire.
5. Gargoyles with the high armor benefit massively from Blur and as they fly, also from having missile immunity. Sorcery can provide the much needed Resistance for Fire Giants to be viable against Death, Sorcery and Life wizards (Exorcism, Confusion and Sleep mainly). Water Elemental is buffed by Inner Fire but the latter is already a rare spell. Aura of Majesty helps negate the diplomacy effect of Corruption and Volcano to a small extent. Philosopher's Stone provides the much needed casting skill for Chaos to spam their direct damage spells.
Nothing else I can think of right now. Flight allows the chaos wizard to spam combat spells while out of reach, however Chaos Channels can already provide this buff which means no additional synergy is gained from it.
Right now the only semi-usable idea I have would be to replace Disrupt with a common combat global enchantment that grants wall crusher and an attack buff to fantastic creatures (indirect phantom warrior buff), however that might be way too powerful in general and alters the gameplay on a larger scale than intended. Maybe if it was specific to combat summons? That would be too weak and useless for Chaos though, they only have one common summon.
I believe there is a possibility that the Chaos Sorcery dual realm combination might need some improvement, so I'm trying to organize my thoughts and hope everyone helps with that here by answering the following questions.
1. Do you think Chaos+Sorcery is underpowered and/or not fun to play and needs additional synergy between their spells in the early game? In other words, is there even a reason to do something?
2. Which common or uncommon Chaos or Sorcery spells have a unique enough effect that a similar spell from the other realm would not benefit from whatever change we might implement? (We want to only alter how the two realms play together, without affecting mono realm gameplay)
3. What kind of effect from the other realm that matches the realm's capabilities could be added to indirectly boost those spells?
4. Which Chaos or Sorcery common or uncommon spell do you think could be altered in the first place? All the spells serve a specific purpose and have been tested for balance for a very long time, so careless changes are almost guaranteed to do more harm than good at this time.
5. What existing synergies are there in the two realms for common and uncommon tier spells?
An example of what kind of change I'm looking for, if any, would be Sky Fires gaining the effect to reroll curse resistance rolls and becoming Fate Mastery, an effect that does almost nothing to Chaos (and very little even for Life, Sorcery or Nature) but improves its synergy with Death significantly. The other example would be how Chaos Channel and being undead can coexist on units, making them count as both Chaos and Death units to receive buffs that affect either.
My thoughts :
1. Considering I haven't played the game for the past year or so, I'm far from being certain but I think yes. the overlap in spells between the two realms is massive (see linked post) and while I remember adding synergies for this realm pair, almost all of them were for mid and late game spells. I overlooked the early game as "that's where it should be difficult, this realm pair has the strongest late game" but it's very possible that the early game is too weak for higher difficulty levels now to last until the late game. Most of the powerful early game strategies have been made more balanced so it's not as simple as being carried by a strong early normal unit or hero anymore, or at least that's what I think right now. However I definitely do tend to overthink stuff so I might be wrong.
2. Phantom summons, Focus Magic(only casting ability buff), Blur, Flame Blade (only direct combat stat buff), Fire Elemental, Gargoyles (high armor), Philosopher's Stone (skill buff)
3. Some form of global and cheap attack buff could make Phantom Warriors much more powerful. A creature with casting ability or many figures and a magical ranged attack could make Focus Magic better. (I don't think adding a new create should be considered this late in the development though), Flame Blade would be powerful when combined with many defensive buffs on a low attack high figure unit. Fire Elemental would benefit from enemy units failing to do magical damage, activating the relevance of Weapon Immunity. Gargoyles would be drastically stronger if their attack could be buffed. Additional casting skill already benefits Chaos a lot, but mana crystals and range penalties for casting can still be a bottleneck, so improvements on those would have synergy with Philosopher's Stone.
As the two realms have many redundant common and uncommon spells with similar effects, a way to skip researching these "duplicate" spells or replace them with other spells could be beneficial. Chaos randomly shuffling spells in the research book would fit the realm's abilities. (However this is definitely a way too drastic thing to implement)
4. This is the hard part, idk. Disrupt could use some overhaul I guess. Not much else I can think of. However buffing Disrupt makes defensive gameplay in the early game harder which would make Chaos/Sorcery even harder to play so it is very likely to backfire.
5. Gargoyles with the high armor benefit massively from Blur and as they fly, also from having missile immunity. Sorcery can provide the much needed Resistance for Fire Giants to be viable against Death, Sorcery and Life wizards (Exorcism, Confusion and Sleep mainly). Water Elemental is buffed by Inner Fire but the latter is already a rare spell. Aura of Majesty helps negate the diplomacy effect of Corruption and Volcano to a small extent. Philosopher's Stone provides the much needed casting skill for Chaos to spam their direct damage spells.
Nothing else I can think of right now. Flight allows the chaos wizard to spam combat spells while out of reach, however Chaos Channels can already provide this buff which means no additional synergy is gained from it.
Right now the only semi-usable idea I have would be to replace Disrupt with a common combat global enchantment that grants wall crusher and an attack buff to fantastic creatures (indirect phantom warrior buff), however that might be way too powerful in general and alters the gameplay on a larger scale than intended. Maybe if it was specific to combat summons? That would be too weak and useless for Chaos though, they only have one common summon.