Quote:Right, but this is equivalent to saying 'oh you have 9 great drakes. Well, now they're hell hounds.'
Chaos Ward almost does that - I admit the drakes have to attack for that but eventually they have to if the only wizard left is the Sorcery one.
To be honest, this is exactly what Sorcery does to most realms all across the board.
"Oh, you have Armageddon, Great Wasting and Meteor Storm? No, I have them."
"Oh, you have Crusade, Charm of Life, Doom Mastery and Chaos Surge? No, I have those...okay keep the Chaos Surge, it affects every player. "
"Oh, you have Massacre and Wave of Despair? No, you don't have them when fighting in my cities and btw when I'm attacking you, my units are immune to those."
"Oh, you have 3 turns until you win the game with those 9 Great Drakes reaching my capital? Too bad, you don't get turns anymore, so it's too late."
"Oh, you have 9 Great Drakes? Too bad they can't move for a turn. Now let me do that every turn from now on. Hey I have enough casting skill to do this to your second stack, too!"
"Oh, you have a huge army of undead? Now they're gone."
"Your city is fully buffed? Not anymore!"
Unless we want to completely redesign the Sorcery realm, this is how it works - it counters and eliminates all magic other players try to use, not limited to just unit buffs.
btw, speaking of Life. That realm is weak to Sorcery in general. Just like how Nature is weak to Death, or Chaos is weak to...Life I guess.
However it doesn't mean it has no answers to a Sorcery wizard. When going against them, use heroes - Artifacts cannot be dispelled, and you have True Sight for Illusion Immunity. Life item powers are not any worse than life buffs. The only hard part is getting past Spell Blast - if the sorcery wizard declares early war you have to rush them with whatever you have - a single high defense hero with true sight should do it, or a stack of buffed basic units before Dispelling Wave is available. If they don't declare war, Spell Blast won't be used unless they turn hostile - either make a treaty or time your artifact summons to when they have hostility off (you can easily tell the difference because with hostility on they attack your units and target your stuff). I admit a strong Sorcery wizard reaching late game on high difficulty is game over, but that is true for most realms.
Quote:. But as it is, I really think that a range of some kind is better, to give the illusion that there's something the buff tactic can do against an uncommon spell.I literally listed at least 5 things they can do but there are more :
-Make a treaty with the Sorcery wizard
-Dispel their AEther Binding so they don't get double dispel power
-Pick Runemaster and/or Specialist
-Avoid water tiles so you don't lose units to drowning - you can always recast enchantments if they didn't die
-Test if they have Dispelling Wave in the first place (you need 2 Sorcery books to be able to see it in trade though)
-Don't overscout - no contact with anyone except your intended target means no third party interference from the Sorcery wizard (yes I know this needs luck, they might find you instead)
-Attack the Sorcery wizard first (seriously, if you don't you lose)
-Put fewer buffs on your units, only the essentials so they won't be targeted as much (if I remember right the chance of casting dispel increases as the intended target's priority rises)
-Put lots of cheap buffs on an unimportant stack to divert the dispels
-Keep this decoy stack in a city with Nightshade - It might counter the dispel (not sure if this is true but probably yes)
-Add city buffs to the city where your decoy stack is - even more priority to hit that instead of your main stack
-Cast Divine Order and trade it away - try to make a diplomatic situation where other wizards want to cast it as well to stack the bonus. If you stack 2-3 copies of this, you can recast a dozen buffs a turn.
-Take advantage of Good Moon events for rapid-buffing your stack at half price
-Instead of a single doomstack, buff 3-4 stacks mildly, like, Lionheart only, so the damage is much less
btw "against an uncommon spell" - even Spell of Mastery is no match for a Sorcery uncommon spell.
Anyway, I feel this is a potential problem with the core design philosophy of the Sorcery realm and not scouting. Sorcery is designed to be very weak early and unstoppable late - dispels or not, a 500 skill Sorcery wizard means you lost the game - stacking unit buffs can only compete with what they do because it's overpowered in the first place. There is nothing in any other realm that can reliably solve a Sorcery wizard with a flying capital warded from all but Sorcery and 9 Sky Drakes inside. (and eventually they'll use Time Stop to make sure they summon 5 times as many Sky Drakes as you summon anything of yours merely by having 5 times as many turns.)
btw an Archangel isn't much weaker than a Sky Drake, if weaker at all. And it's immune to Sorcery. (Spell Ward still turns it into a hell hound though)