Are you, in fact, a pregnant lady who lives in the apartment next door to Superdeath's parents? - Commodore

Create an account  

 
Sleep and zombies, or zombies in general

You might have noticed this update has disabled the zombie+black sleep combo. This is a temporal solution until we manage to come up with something better (or decide this is the correct solution afterall).
I believe this discussion is worth its own thread.

I'll try to summarize. So the problem is, black sleep is an effective save or die spell with the drawback of the target not actually dying until you attack it with a unit. Zombies are a weak combat summon that can raise things they kill as undead. But combine the two and you get an effective "save or get raised as undead" spell where the drawback of black sleep turns into an advantage. 

So basically...

1.The cost of producing a unit this way is tremendously lower than producing it normally. A 120 hammer unit would cost you 240 gold to buy, which, if you have alchemy, costs 240 mana. Making an enemy sleep then summoning a zombie costs about 60 if sleep chance is low (30-40%), but only 30-40 if the chance is high. Even considering distance modifiers, the average cost of these units is about half of normal, or less.
Okay that's not as bad as I thought. At least until the target is a summon - you can't buy those for money and to grow your casting skill to summon more, you need to spend non-linearly, while raised creatures have a linear cost in MP instead.

2.Sleep isn't the only culprit, there are dozen ways to make the enemy unit weaker or your zombie stronger to beat them. So disabling only that one might not be the best solution.
However, Sleep is by far the most powerful, and cost effective. While other methods work, they either only work on low value targets that aren't a threat to balance, or the cost is too high to be a major problem. I mean ok, my high prayer zombies can convert even groups of paladins, but high prayer costs 70 plus distance modifier.

3. Werewolves, now, are a particularly bad case of this problem - they have low resistance (which I can't and don't want to raise) and no longer have death immunity, so they are extra easy to convert - but they are also a unit the AI spams early, and one the AI spamming it is actually weak against if turned to undead (giving them Death Immunity), plus it regenerates, ensuring the advantage to stay and snowball as you can reuse all the stolen wolves in every battle.

4. I generally like combos that require using some brainpower...
...but this one isn't rocket science to be honest so not sure there is merit here.

5. The combo is annoying to use. You have to manually move your zombie at one tile/turn while you hit done on all other units, plus you might need to waste turns waiting for the opponent to run out of casting power (which might kill the zombie).

6. It promotes bad play. Using a full stack of 9 is usually the correct tactic to maximize your chances, but to summon a zombie you need a slot so you either need to use 8, or be absolutely sure the enemy will manage to kill something (in fact you might end up letting a unit die on purpose just to have room). It also promotes being lazy - as making undead with zombies is extremely tedious, you might prefer to skip doing it which actually hides the full power of the problem as there is a lot of untapped potential remaining for more advantage (more undead units).

7. It's a human only tactic. Let's face it, the AI can't do this, although they do get some undead to simulate using combat magic to make undead, it's a more balanced quantity, and doesn't work in battles against the human.

And these are some already discussed solutions :

A. More resistance on werewolves. We can't do this one because we actually balanced werewolves around the fact they have low resistance. This is not an option (and would require a too large increase anyway).

B. Nerf Black Sleep save modifier. Again not an option, the spell is good as is, and changing an already balanced and good spell for an uninteded interaction is a bad move. (Note how zombies can be a problem even without sleep, too)

C. Zombies losing "create undead". This is more viable but honestly I think it would be a major loss to the realm, and would leave the realm with too few options on making undead overall. Especially so as Ghouls are still untested and might need a nerf. So I'm against this one.

D. Zombies becoming an overland summon.
That means you are paying overland skill for them, bring them to combat, and they have to survive the battle to turn anything undead. That balances it much better. However, losing the ability to summon them in combat isn't acceptable - it's the main AI invisibility counter, and the only combat summon for Death before very rare, and one of the few spells Death can use against other Death wizards (albeit they are much less effective now as Weakness can disable them). Which brings us to :

E. Zombies becoming an overland or combat summon, where only the overland version has Create Undead.
Basically a similar hack as Demons, Centaurs, etc - if summoned in combat, change the ability on the unit.
This might work, but it's a solution that effectively turns zombies into much inferior Ghouls as an overland spell - which has no use, summoning Ghouls will always be better - while taking away the combat undead creation, ultimately meaning the realm still loses one common source of making undead.
Furthermore, I most definitely don't want to do this until Ghouls have been tested - if they prove too powerful, overland zombies would have the same problem.


F. G. H. ...your ideas here?

Anything I missed?
Reply

Welp, you know I'm on the side of remove create undead from Commons, and give it back in the form of higher tier spells, such as zombie mastery giving create undead to zombies (in addition to its other effects).

Ideally there would be a very rare that would add it to other units (either Commons or uncommons or both).
Reply

As a Death player, I'd say the entire discussion of zombies + black sleep potentially being too effective is just barking up the wrong tree. The zombies strategy costs 30+ mana (black sleep fails sometimes, distance modifiers kick in, the average is probably more like 40) to raise a single unit, per battle. And that unit can't actually be used, for the most part. Let's say I raise undead Cockatrices -- after one active combat it's at half health. The best use for most undead units is sticking them in a garrison and crossing fingers that the city never gets attacked.

The units I really want to raise mostly have high resistance -- like chaos spawn, for instance. So I'm using ghouls for that, which get the job done for 0 mana spend and without losing any health of their own, either.

Hell, even for the enemies that black sleep would work very well on, I prefer ghouls, because they have poison, which is absolutely devastating to low resist units. As Nelphine has pointed out elsewhere, the right way to do this is in combination with Focus Magic, but it works even without.

I dunno, this just feels like beating up on a cool, fun secondary strategy while completely ignoring the primary strategy that probably does have issues. Zombies + black sleep will never win the game. It doesn't even tilt the playing board.
Reply

Quote:The zombies strategy costs 30+ mana (black sleep fails sometimes, distance modifiers kick in, the average is probably more like 40) to raise a single unit, per battle. And that unit can't actually be used, for the most part. Let's say I raise undead Cockatrices -- after one active combat it's at half health.

Yeah that's why werewolves are real problem there, see "3". 80% success rate, appears early on so it's easy to get them, counters the wizard who makes them as an undead, and it regenerates.

I suppose, I'd be fine with "werewolves cannot raise as undead" instead but how do I justify that without Death Immunity?

(as for ghouls, I really need to play a ghoul game or see a video posted about them. As mentioned above, they are on the "might need to do something about it" list, but I don't have the relevant information to judge that.)

"5" and "6" are pretty unhealthy for the game too, not to mention "7". I'd say 1 might not be as much of a problem as it seems, might be ok to ignore it.
At the very least, using ghouls is convenient, and available for the AI (ghouls do count into their capacity to raise undead after strategic combat) and need no space for a combat summon. So while they might be more overpowered, they definitely lack the problems 5 to 7.
Reply

Early create undead strategies:
*ghoul ranged attacks
*Summoning a pack of zombies near adjacent unit and hitting twice
*Life drain attacks (for cases where target has low resistance)


*The power of summon zombie is that you summon it next to a vulnerable target. I assume this is the concern

Thoughts (likely flawed)

1)when a zombie is summoned, it cannot act on the first turn … kind of like 'summoning sickness' in Magic The Gathering. Giving +1 move to compensate is essential, helping zombies reach some enemies.

2)Summon zombie becomes an overland spell and zombies become your standard melee alternative to ghouls to create undead. Giving +1 move seems essential with this idea as well.

Reply

Quote:*The power of summon zombie is that you summon it next to a vulnerable target. I assume this is the concern

Not really. The concern is what I listed 1 to 7. Summoning next to a unit I'm fine with that, we do the same for phantoms and earth elemenals, and the AI knows how to do it, too.

So... your 1 isn't changing much but your 2 would work - if you actually need to overland summon the zombies, and they have to live through the enemy barrage of spells to raise creatures, there would be no problem.

I'll add this as "D."
Reply

Would idea E (zombies both overland and combat) work well in context of presence of ghouls if both zombies and ghouls are modified?

Ghouls:
*as one of most common expense summons, what if it instead has a much lowered cost, limiting their undead creation to more fragile units?

Example: If ghouls excel at cost-efficient undead creation of weaker units, limiting its damage potential to just the poison, thus forcing player to use life drain or the zombies for higher-resistance units.
Cost 50/1upk
0 to hit
Melee 4
Ranged 2 (number of shots could be boosted to 5 or 6)
Poison 1
Resistance 5
2 Armor and 3hp, or 3 armor and 2hp.

And these zombies can then be the alternative when you need higher damage output and durability for undead creation. These would be roughly equivalent to an elite swordsman lizardman.
Cost 20(combat)/60(overland), 1 upkeep
+1 to hit
Melee 5
Armor 3
HP 3X6=18
Low resistance
Movement 2
Create undead if summoned overland.

Reply

(November 19th, 2018, 11:44)jhsidi Wrote: As a Death player, I'd say the entire discussion of zombies + black sleep potentially being too effective is just barking up the wrong tree. The zombies strategy costs 30+ mana (black sleep fails sometimes, distance modifiers kick in, the average is probably more like 40) to raise a single unit, per battle. And that unit can't actually be used, for the most part. Let's say I raise undead Cockatrices -- after one active combat it's at half health. The best use for most undead units is sticking them in a garrison and crossing fingers that the city never gets attacked.

The units I really want to raise mostly have high resistance -- like chaos spawn, for instance. So I'm using ghouls for that, which get the job done for 0 mana spend and without losing any health of their own, either.

Hell, even for the enemies that black sleep would work very well on, I prefer ghouls, because they have poison, which is absolutely devastating to low resist units. As Nelphine has pointed out elsewhere, the right way to do this is in combination with Focus Magic, but it works even without.

I dunno, this just feels like beating up on a cool, fun secondary strategy while completely ignoring the primary strategy that probably does have issues. Zombies + black sleep will never win the game. It doesn't even tilt the playing board.

Completely support this comment, very well written.

For me you have an issue with the fact that this way to generate undead is working for big HP stuff. You like to play with big HP units, let's face it. A zombie works best for WWs and lizards, but those are rather specific cases.

So, let's compare this with life drain, shall we? To convert a WW with life drain, you need:
* to damage it 50% with some sacrificable unit, archers, shamans, or cavalry first strike after the life drain is done, whatever
* to cast life drain just short of 3 times, 30 mana

For the same with the zombie/black sleep combo:
* black sleep 1.2 times, 18 mana
* zombie, 20 mana
So, zombie/black sleep has almost 1/3 higher cost.

As you can imagine, with high resistance stuff/low HP targets life drain is much better.

This just to show that your list of statements is completely flawed. You don't use black sleep plus zombies, you combine spells based on the situation to get undead garrisons, and some temporary bonus unit - like the one-shot cockatrices that someone else mentioned.

Now there is one case where the zombies are better: if there are multiple sleeping enemy units, as you need to cast zombies only once. Keep in mind that you still need to survive and win the fight, which makes the tactic more difficult and not a brain-dead one anymore. This also becomes a high SP endeavour rather quickly. To solve this case, I would just lower the BS save modifier, by 1 or 2, it's perfectly fine to re-tweak spells!
Lower also its mana cost accordingly, and you're not really changing the balance, but only the combo. As a result, multiple castings become necessary - if you lower the SM and the mana by one, the change is skewed against efficiency, fixing exactly the multiple sleepers case.

What I would like, longer term, is to have some unit that does life stealing but no/low physical damage, making that the way to create undead... Maybe ghosts, black smoke, something similar. Obviously it'd be touch, or breath, fixing the ghouls issues.
Reply

Life Steal touch deals crazy high damage as it's per figure, and it even heals the attacking unit. I suppose it could work as a single-figure unit but even that is likely too powerful below rare.

Here is a new idea, we could restore the increased maintenance cost for fantastic undead (but go higher than the original). The main problem with those is, getting any without having to use overland casting skill (your most limited resource) is too powerful. But if the upkeep cost is on par with the mana spent on increasing skill on the long term, then it's fine. For example a werewolf cost 2 mana to maintain and 105 skill to cast. Assuming you'll use it for the next 50 turns, you'd need a skill increase of 2 to pay for it. At 50 skill that costs 200 mana, so a maintenance of 4 would be required, twice the default. Unfortunately, you are still "getting a loan", you get the creature first, and pay later. Which doesn't really work as the creature will earn back its maintenance cost in conquest easily. Worse, it only really matters on regenerators - other undead will get used up fairly quickly, and isn't really a balance issue.

Ok, another idea. Change the interaction of regeneration and undead damage. If Regeneration overrides raising as undead instead of the other way around then no regenerating undead can be made, (that part of the) problem solved.
It unfortunately removes a significant portion of the werewolf nerf - you no longer need Death Immunity to be able to regenerate from ghoul damage - but it's still better than returning the entire death immunity ability.
Reply

Ha, so all trolls would be unaffected? Would you even be able to create them with bloodlust? I think you're going way and way off.

Face it. The issue is either nonexistant, or larger than the black sleep/zombie case. Otherwise, life drain wouldn't be statistically usually better than this combo.

OTOH the maintenance point is actually quite correct. The loan concern can be discarded - that's the characteristic of raised units, if that was unwanted then the entire death realm needs to be rewritten. All creatures pay back their maintenance cost in conquest anyway, but undead ones having to pay more makes sense. After all, something needs to be paying the supernatural abilities - regenerating, dealing doom damage, etc that would otherwise be "paid" by the creature itself that is now just a bunch of animated flesh... How much is up for discussion, but I see a good interaction with the maintenance retort which currently seems under-powered to me.
Reply



Forum Jump: