Necromancer – Frostling Let’s Play Video at Gamespot!

Today we have a brand new video by Triumph’s narrator hero Tombles, showcasing the Frostling Race and the in and outs of the Necromancer class in a 20 minute Let’s Play style video.  Check it out at Gamespot and please share!

http://www.gamespot.com/videos/exclusive-age-of-wonders-iii-eternal-lords-frostli/2300-6424264/

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Home Forums Necromancer – Frostling Let's Play Video at Gamespot!

This topic contains 105 replies, has 45 voices, and was last updated by  Nyanko 4 years, 4 months ago.

Viewing 30 posts - 1 through 30 (of 106 total)
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  • #176032

    Lennart Sas
    Keymaster

    The return of Tombles the narrator! Check it out and share 🙂

    http://www.gamespot.com/videos/exclusive-age-of-wonders-iii-eternal-lords-frostli/2300-6424264/

    #176039

    Motasa
    Member

    First 😀

    Yeah, Tombles sharing with us some of his wondrous skills and hilarious observations on the Frostlings and the Necromancer.

    #176040

    Ferrin
    Member

    Sweet! Question though; the embalmers guild only works for units produced and isn’t something attainable by existing units, correct? It’s be nice if you could have a building or spell that embalms your undead units after they’ve been made.

    #176041

    Astraflame
    Member

    =) Tombles playing the frostlings, this will be fun to watch.

    #176043

    Tombles
    Keymaster

    Sweet! Question though; the embalmers guild only works for units produced and isn’t something attainable by existing units, correct? It’s be nice if you could have a building or spell that embalms your undead units after they’ve been made.

    Only ghouls can be embalmed (that is, normal racial units), you can’t embalm other undead such as necromancersreanimators and death bringers. And yeah, it only affects units produced at the city once the Embalmer’s Guild is produced.

    The necromancer has a few ways of getting Ghouls, the Death Bringer is extremely effective at collecting them, which is why the ghouls are so weak. The embalmer’s guild lets the ghouls you make be strong enough to be useful, while leaving the ones you get by other means weak enough to not let you steam roll everything in your path.

    #176046

    RedDino
    Member

    Looks VERY nice! I like the Necromancer- theme consequent in all aspects like citygrowth, recruiting, etc.. I love that these undead enemies stay with your army after battle, hordes of undead, just renewing their numbers…can´t wait!
    Feels like a whole different game concept. Till now I prefered quality before quantity in my games, guess I´m changing my tactics asap

    #176058

    Yes!!!!!!

    #176059

    Gyor
    Member

    Our first look at the Lord of the Deep is really cool, especially Thunder Storm, Elves, Frostlings, Druids, Sorcerors, and Rogues (Shadow Stalkers) will really love that.

    #176060

    llfoso
    Member

    Wow, looks really cool.

    Chilled stacks? I didn’t know any debuffs stacked O.o . What other debuffs stack?

    #176061

    Gyor
    Member

    I think Tombles said Inflict Despair.

    #176067

    ten9
    Member

    Simply amazing.

    It’s really even better than I thought it would be. All the little details!

    #176070

    Tombles
    Keymaster

    I think Tombles said Inflict Despair.

    That’s right, Inflict Chilling checks against frost resistance, and reduces frost weakness and defense. The more chill stacks you have, the easier it is to put more on you. Inflict Despair works the same way with Spirit Weakness and Morale.

    #176071

    iceboy
    Member

    Great video so enticing!!! Tom is a fantastic fantasy narrator! 🙂

    #176072

    Ferrin
    Member

    Ah alright, thanks for the quick answer. I do have some concerns though.

    The embalmers guild buffing the units that are produced and not doing anything to those that are raised goes against the philosophy of a necromancer. Right now it feels like you’re punished for raising the dead because they do not get the sweet buff from the embalmers guild. Can the necromancer not be balanced without an embalmers guild? The idea of raising your army from the dead is amazing, and I think the game would be better off without the embalmers guild because it punishes you for doing so.

    It also limits the options for those that conquer undead cities. Undead being unhealable without your hero or an archon dwelling as non-necromancer classes is already very punishing, the lack of an embalmers guild and the lack of synergy from other necromancer spell is to much to make it a viable option to keep a city as undead.

    I feel that without the embalmers guild and slightly stronger base ghouls the necromancer will be more true to its design and undead cities allowing for more options for non-necromancer players.

    #176078

    Tombles
    Keymaster

    The embalmers guild buffing the units that are produced and not doing anything to those that are raised goes against the philosophy of a necromancer. Right now it feels like you’re punished for raising the dead because they do not get the sweet buff from the embalmers guild. Can the necromancer not be balanced without an embalmers guild? Because it goes against the idea of raising your army from the dead, and I think the game would be better off without it.

    Not really, the ability to raise your opponents units from the dead under your control is extremely powerful, much more so than things like Convert or even Dominate. If ghouls weren’t weaker, we’d have to nerf the ability of the necromancer to raise the units from the dead instead, which I don’t think you’d like either.

    It’s kind of a moot point though, I’m afraid. We can consider big changes to the balance of the necromancer in the patch after release, but I think it would be a better idea to let people play around with it first before rushing to judge the current system!

    #176082

    Tombles
    Keymaster

    You also need to take into account that even unembalmed ghouls (-1 defense and 20% more spirit weakness on top of the undead stuff) are still good units, they still get complete blight immunity, immunity to back stab and around 80% of all the other debuffs in the game, as well as 40% frost protection.

    #176085

    llfoso
    Member

    That’s right, Inflict Chilling checks against frost resistance, and reduces frost weakness and defense. The more chill stacks you have, the easier it is to put more on you. Inflict Despair works the same way with Spirit Weakness and Morale.

    That is terrifying.

    #176088

    Tombles
    Keymaster

    That is terrifying.

    Wait for the next video, I think at one point I have a tigran that hits -1800 morale after a run in with some reanimators 😀

    #176089

    Ferrin
    Member

    Not really, the ability to raise your opponents units from the dead under your control is extremely powerful, much more so than things like Convert or even Dominate. If ghouls weren’t weaker, we’d have to nerf the ability of the necromancer to raise the units from the dead instead, which I don’t think you’d like either.

    It’s kind of a moot point though, I’m afraid. We can consider big changes to the balance of the necromancer in the patch after release, but I think it would be a better idea to let people play around with it first before rushing to judge the current system!

    My point is that what you used to balance their powerful raising ability (Weaker raised units, stronger produced units) is counter to the philosophy of a class built around raising units. You could have made a variety of other things in the necromancers’ arsenal weaker to compensate instead, yet the option that was chosen is counter to what a necromancer is.

    Of course it’s to late now and best to wait until play data comes in before you change anything, especially drastic changes. But it’s extremely important to consider a class’ identity before making balance changes that are counter to that and I hope you will all consider the core design of a class at every step.

    You also need to take into account that even unembalmed ghouls (-1 defense and 20% more spirit weakness on top of the undead stuff) are still good units, they still get complete blight immunity, immunity to back stab and around 80% of all the other debuffs in the game, as well as 40% frost protection.

    The problem is the difference between embalmed undead and un-embalmed undead.

    The ghoul type being made weaker is to make raising weaker, correct? The Embalmers Guild is there to make your produced ghoul units as strong again as non-ghoul units then. (although somewhat different)

    The necromancer gets to use “normal” produced units, while all the other ghouls are weaker. This limits options for other classes using ghouls and ghouled cities more than necessary as the ghouls were made weaker because of raising units, correct?

    The ripple effects of this solution affect non-necromancer players using ghouled cities and the very idea of the necromancer itself. Wouldn’t a better solution have been something that affects the necromancers’ economy for having an easier way to obtain units? It doesn’t go against the idea of a necromancer, it doesn’t punish you for raising your army, and it does not punish non-necro players beyond the already obvious downsides of using an undead army as a non-necromancer.

    Just something I’d like to be considered.

    #176093

    Victor5
    Member

    Dammit. I’d LOVE to watch this, but the video quality is very low (for some reason) by default. Then every time I attempt to change the video quality, it forces me to watch Mortal Kombat videos… sweet video player, Gamespot!! -_-^^

    I don’t suppose this was uploaded elsewhere?

    #176094

    Jaduggar
    Member

    OH BOY! 😀

    *jumps into URL*

    #176095

    Ravenholme
    Member

    Wellp, that was bloody awesome.

    And yeah, I can definitely see why Retroactive Embalming is not a thing.

    Necromancers can still be producing units even as they swell their ranks through Ghouling, Cadavers, etc. Without some kind of weakness (the fact that they can only Embalm produced units at a city, without retroactivity), they would easily become the most powerful class in a way that conversion classes (Rogue, Theo) simply can’t manage.

    On another note:

    Tombles said you can Ghoul Faeries. GOTY all years.

    #176096

    Gyor
    Member

    I find it ironic that Necromancers get an ability that Theocracts would love. Its ironic that Priests, devout units that have turn undead, combo well with Banshees. Same with many Theocract Units.

    #176099

    Gyor
    Member

    Units built in cities are raised as well, but you have time to prep the corpse.

    #176106

    Ferrin
    Member

    Units built in cities are raised as well, but you have time to prep the corpse.

    In flavor it works like that, but the mechanics are different enough to get a completely different feel for either action.

    #176111

    llfoso
    Member

    What are the full frostling and tigran stats btw? Like the universal abilities, stat modifiers, economic bonus, preferred terrain? I don’t think I’ve ever heard them.

    #176112

    Jaduggar
    Member

    Amazing! Damn, Im so excited for this! 😀

    @tombles You said that killing the source of a global spell causes it to end early… will this mean that the AI will disjunct less often, and focus on killing the caster some of the time, instead? As it currently stands, its a little annoying the way the AI so predictably disjuncts anything it can before attempting to cast its own spells… it often feels as though only the last person with remaining CP gets to use magic. If the AI focuses more on killing targets, even if only half of the time, than this could greatly increase the fun of using these spells 😀

    #176120

    Motasa
    Member

    Did I see a new ability for the Shaman at 3:18 into the video (skill number 6). The icon resembles the contour of a bear. Are shamans able to shape-shift like the Tigran Mystic (Support unit)?

    Really thrilled the Swashbuckler (Lost Mariner) is back, although he’s a bit shabby 😀

    #176122

    Did I see a new ability for the Shaman at 3:18 into the video (skill number 6). The icon resembles the contour of a bear. Are shamans able to shape-shift like the Tigran Mystic (Support unit)?

    What you saw is an ability that buffs animals.

    #176125

    Ravenholme
    Member

    Did I see a new ability for the Shaman at 3:18 into the video (skill number 6). The icon resembles the contour of a bear. Are shamans able to shape-shift like the Tigran Mystic (Support unit)?

    Really thrilled the Swashbuckler (Lost Mariner) is back, although he’s a bit shabby :D

    Its the new Awaken Spirit ability, which is already in the 1.5 patch. Its a buff to animal creatures that they can cast.

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