Blight, Spirit, Machines and Theo: Some Community Questions!

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Home Forums Age of Wonders 3 Discussions Blight, Spirit, Machines and Theo: Some Community Questions!

This topic contains 105 replies, has 24 voices, and was last updated by  Althea 7 years, 11 months ago.

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  • #114671

    ExNihil
    Member

    Ok People, I’m posting this on the main forum because I want a wide ranging discussion of this issue. I know it’s contentious and I think this should be a public discussion. ATM Machines have 100% Blight and 100% Spirit Protection and I want to ask why? Well, this is sort of rhetorical you might say – Machines have no soul or spirit and no body, hence they cannot be hurt by these two things. But then I want to know two things: 1. Is Blight simply Poison? And 2. Do these Machines have no organic operator?
    In my opinion the five game elements: Fire, Shock, Frost, Blight and Spirit are all magical elements. Blight is not “simply poison” or “simply acid”, it is entropy made manifest – the forces of corruption assuming elemental form. The same is true of Spirit – it is the creative forces of the universe or creative principal assuming elemental form. These are forms of magic. To assume that a unit like Mosquito darters doesn’t use a magical form of attack is ridiculous – yes these are specially breed and trained swamp mosquitoes that happen to fly in a straight line and hurt extra-dimensional creatures summoned by the sorcerer, give me a break. Blight is a form of magic, and when it hits machines it causes deterioration, rust and rotting. On high intensities it unleashes chaotic and chthonic energies and assaults materials on the energetic level. Spirit does the opposite – it can reorganize materials and build them, it can regrow tissue and so forth. But when it is unleashed as an attack it can be just as devastating to matter. Furthermore, there is some bizarre assumption that the machinery of this fantasy world is so well isolated that the operators inside can withstand tremendous forces. For instance – a divinely animated construct that shots bolts of divine fury is for some reason only able to attack them with fire. Again, give me a break…

    Ok, this entire thing is meant to convince you that the change I think is most critical in terms of game balance is conceptually sound- The 100% Blight and 100% Spirit immunity of machines needs to be lowered. It makes Goblins ridiculously impotent against Dreadnought as well as makes some other units quite weak relative to others (Orc Priest for instance). It also makes Theocrat impotent against Dreadnought and that is even a bigger problem. I see no reason for this decision – it doesn’t work conceptually too well, and it really doesn’t work balance wise. Furthermore, the 100% spirit immunity of the theocrat is also quite ridiculous. I mean, if the Theo hero can get techs that give increased immunity – great, but making a bunch of units immunity to spirit and spirit based abilities under the assumption that their faith is absolute protection really doesn’t work for me on a conceptual level, and more importantly – on a balance/game mechanics level. I suggest that machines will receive between 40-60% blight and spirit immunity and that most Theo units will have no more than 40% spirit immunity at base level – of course different tiers should get different immunities and so forth.

    Race Threads:

    ORC Balance Discussion: http://ageofwonders.com/forums/topic/orc-balance-discussion/

    GOBLIN Balance Discussion: http://ageofwonders.com/forums/topic/goblin-balance-discussion/

    HUMAN Balance Discussion: http://ageofwonders.com/forums/topic/human-balance-discussion/

    HIGH-ELF Balance Discussion: http://ageofwonders.com/forums/topic/high-elf-balance-discussion/

    DRACONIAN Balance Discussion: http://ageofwonders.com/forums/topic/draconian-balance-discussion/

    DWARF Balance Discussion: http://ageofwonders.com/forums/topic/dwarf-balance-discussion/

    Class Threads:

    ROGUE Balance Discussion: http://ageofwonders.com/forums/topic/rogue-balance-discussion/

    SORCERER Balance Discussion: http://ageofwonders.com/forums/topic/sorcerer-balance-discussion/

    THEOCRAT Balance Discussion: http://ageofwonders.com/forums/topic/theocrat-balance-discussion/

    DREADNOUGHT Balance Discussion: http://ageofwonders.com/forums/topic/dreadnought-balance-discussion/

    ARCHDRUID Balance Discussion: http://ageofwonders.com/forums/topic/archdruid-balance-discussion/

    WARLORD Balance Discussion: http://ageofwonders.com/forums/topic/warlord-balance-discussion/

    Topical Threads:

    Random Map Generator, Underground and Map Elements Balance Discussion: http://ageofwonders.com/forums/topic/rmg-ug-and-map-elements-balance-discussion/

    Blight, Spirit, Machines and Theocrat: Some Community Questions: http://ageofwonders.com/forums/topic/blight-spirit-machines-and-theo-some-community-questions/

    Dwellings, Taverns and Bandits!: http://ageofwonders.com/forums/topic/dwellings-taverns-and-bandits/

    AI and Auto-Combat Balance Discussion (SP and MP): http://ageofwonders.com/forums/topic/auto-combat-balance-discussion/

    Support Units Balance Discussion: http://ageofwonders.com/forums/topic/support-units-balance-discussion/

    Leader/Heroes Balance Discussion: http://ageofwonders.com/forums/topic/leaderheroes-balance-discussion/

    Heal and Sustain Balance Discussion: http://ageofwonders.com/forums/topic/the-heal-or-sustain-issue/

    Assorted Topics Balance Discussion: http://ageofwonders.com/forums/topic/asorted-topics-balance-discussion/

    Misc. Threads:
    Ballista!: http://ageofwonders.com/forums/topic/ballista/ (<– This is a unit suggestion rather than a balance discussion)

    And of course the original monster:

    http://ageofwonders.com/forums/topic/rebalance-of-existing-elements-in-next-patch/

    #114677

    Ricminator
    Member

    Well it can get worser than just 100% spirit immunity. I had a dwarf exalted with 200% spirit immunity. Apparently “Strong will” stacks.

    Regarding the rest of the discussion: Can I have some time to reread it and think out my opinion on this?

    Attachments:
    #114700

    ariga
    Member

    I agree whit you the immunity to spirit & blight is just too strong on machine

    #114712

    Brutal_Felix
    Member

    the spy drone has no operator 😛

    #114726

    ExNihil
    Member

    I tells me Riciminator posted here but I cant find it. Wanna repost it man?

    #114731

    Thariorn
    Member

    I tells me Riciminator posted here but I cant find it. Wanna repost it man?

    Off-topic, but the forum is currently eating your posts if it takes REALLY long to laod….

    #114800

    Wintersend
    Member

    On machine immunities, I think at least some should be totally immune to blight. I view blight as poison and corruption, if it was raw chaotic energy nothing should have any resistance to it.

    They should have a very high spirit protection in my opinion, at least 60%, because while many of them, presumably, have living operators, spirit attacks are not actually direct assaults. I believe they are mental attacks since strong will, which protects against mind control, also provides total immunity to spirit. If spirit attacks were physical, the mental fortitude of a being would have no bearing on how resistant they are to it.

    And finally, while many of the non physical attacks can be reproduced through magic, there is nothing inherently magical about most of them, spirit I think is strictly magical in nature, although I don’t think it is a prerequisite that it comes from a holy source. To me it strikes straight at a creatures soul, which could just as easily come from an evil deity as a good one. A few examples as to how the others can be reproduced through non magical means are: blight poisons and acids, fire various forms of combustion, electricity lightning strikes, and finally cold, this one is harder but arguably some artic terrain should do cold damage.

    Sorry if this seems like a rant, I was just trying to get my entire argument in in one post.

    #114816

    ExNihil
    Member

    They should have a very high spirit protection in my opinion, at least 60%, because while many of them, presumably, have living operators, spirit attacks are not actually direct assaults. I believe they are mental attacks since strong will, which protects against mind control, also provides total immunity to spirit. If spirit attacks were physical, the mental fortitude of a being would have no bearing on how resistant they are to it.

    And yet it is being shot from a scepter by priests? Also, this is not true – Strong Will gives two things as you notes 100% spirit and mind control immunity. It is a good point and perhaps it should also be nerfed a bit, but this is a different discussion. I imagine this as a Manga thing – a hero is hit by a powerful spirit attack and then is able to maintain his integrity by sheer effort of will. In this world the psyche also possesses magical quality, or isn’t that true?

    On machine immunities, I think at least some should be totally immune to blight. I view blight as poison and corruption, if it was raw chaotic energy nothing should have any resistance to it.

    You will note that I wrote that on high intensities blight attacks release chaotic and chtonic energies, in lower levels they contain them in some substantial form. If we are gonna take this dicussion to its irrational conclusion – how exactly are you “throwing poision”? Is it mud that can fly half the battle-field?

    #114823

    Jolly Joker
    Member

    I think, the philosophy behind it is pretty secondary, because you can argue about that endlessly. You could, for example, introduce EARTH in the form of gravitation (is in the game anyway), killing people by gravitation “overload”. You can indeed argue that Blight is entropy and Spirit is the reverse – but in that case Blight is very difficult not to see as an intrinsic evil force and Spirit an intrinsic good one (which works against the game).

    Instead, the question should focus purely on the game and the balance it brings.
    My opinion is that “unbalanced” situations like that (Dread having an advantage over Spirit and Blight) serves to make the game more interesting. That said, I also think, a player should be given a chance to make up for a disadvantage.

    With Machines being part of EVERY race’s arsenal (Dread only focusing on them), I think, there should simply be AVATAR TECHS that allow Spirit/Blight to damage machines.

    Something like
    GHOST IN THE MACHINE: Machines lose their immunity against Spirit attacks and behave like creatures with a spirit defense of X. (this would make them vulnerable against mind control effects as well!)
    CORRUPTION: Machines lose their immunity against Blight attacks and behave like creatures with a spirit defense of X.

    Ghost in the Machine might be 1 or even 2 tiers higher a skill than corruption, the latter maybe 4, the former 5 or even 6.

    #114833

    ExNihil
    Member

    Well. Battering ram isnt really a machine even in the classical sense of the term. Its a big rod of wood or metal with wheels and a protective canopy under-which a bunch of footman run and push. Catapult is a machine in this sense – “an apparatus using mechanical power and having several parts, each with a definite function and together performing a particular task.” It has no cockpit but is rather competently exposed as well as its operator. Thus no reason for these resistances at all.

    Now the Dread has a steam-punk theme and his machines steam era level techs that uses mana as a power source. These are Machines in a more complex sense, but, again – they r vulnerable as well as their operators.

    As for entropy being evil – no, entropy isn’t evil, entropy is a universal principal – like order is. Too much of either is imbalanced and too little as well. I’d say that good and evil transcend this realm altogether (e.g. divine and infernal) – at least they do in most fantasy worlds i know and myths. Even in out monotheistic religions “Evil” is not chaos – hell is a strictly hierarchic place but with a diabolical order. If you need historical examples think of totalitarianism as well – order as a concept can be very much utilized in the name of evil.

    #114849

    Jolly Joker
    Member

    As I said, the philosophy isn’t interesting, and I don’t see this as the place to discuss it. I don’t even see any sense in arguing with an intrinsic logic here, because it’s a game, and thankfully THIS game is wonderfully illogical in order to maximize the fun. An example would be the fact that visually creatures die, when “a unit” is hit, but its attack remains the way it is – definitely NOT logical, but completely fine with a view on merging visuals and game mechanisms with a view on game fun, not intrinsic logic.

    There is nothing wrong with creating “imbalances” (in the sense that there are immunities and vulnerabilities that will give advantages and disadvantages not exactly in the same fashion for everyone). I’m sure that, no matter the rules, you can come up with a pseudo-logical or rational explanation why something should or should not be the way it is or not is. But the only relevant question is whether it is or needs to be counter-balanced, and if so, the easiest thing is not to increase the amount of sameness, but to create a tool to counter-balance

    The two suggested Techs are one way to do that without actually changing anything.
    Another way would be specific Class Techs.
    I have no idea whether this is possible at the moment, since I didn’t specifically look for it, but you could also have artifact abilities (to use when creating artifacts) that would bestow the attack of the wearer with the ability to create a specific vulnerability – which might even be cumulative.

    #114911

    Sadist1
    Member

    Rather than making avatar techs that make machines vulnerable, how about having those resistances nerfed to 60% and giving dreadnaught specifically a research and a hero leadership bonus (like forge aprons) to bring the resistances back up to 100% during lategame?

    1. Operator shielding – buff machine resistances to spirit/blight by 20% OR 1 RES + 10%. Should be in the ballpark of 200-400 RP

    #114931

    Jolly Joker
    Member

    Would be wrong because there was no counter to it, as a Goblin or Theo you’d just have to eat it.
    The other way round will mean, that the others have to invest Research into evening the playfield, which is research the Dread can use for something else. Keep in mind, that making machines vulnerable against mind control also makes them recipients of positive things.
    That’s my opinion on it, at least.

    #114968

    Draxynnic
    Member

    Personally, with the exception of Spirit, I don’t think the elements are all necessarily magical. Shock usually is because in a fantasy game lightning that actually strikes a target is almost always the product of a spell, but shock serpents may be doing it through physical processes like an electric eel, and similar observations can be made for frost (ordinary cold rarely results in an attack on the frost damage channel, unless perhaps if your attacker is a frostling snowscaper shovelling snow at you – it’s usually the result of magic ingame). Blight can be a magical energy that has similar effects to a poison or disease, or it may be the perfectly mundane venom of a poisonous animal. Fire is the most potentially mundane of all – we have a number of technological sources of fire ingame as it is, and even conjured fire is not necessarily still magical after it’s been created and directed.

    Putting the philosophical part aside, though, as I noted in the goblin thread, I think it is reasonable to acknowledge that machines (except Spy Drones) do have crews, and while those crews may have some protection against poison and similar effects, they are still susceptible (particularly against things like gases and mosquitoes that are especially likely to find a gap). A lot of effort was put towards making NBC protected tanks and other armoured vehicles early in the Cold War – it’s unlikely that the steampunkish vehicles of AoW3 match that.

    #114986

    Jolly Joker
    Member

    There is always an emergency crew at hand, replacing the dead crew …

    That said, if you point to crew, I point to the fact that in this case not only the machine wouldn’t actually be destroyed and still block the respective hex, making new mechanics necessary, and what’s more, COULD BE CAPTURED – even in the same battle.

    So pointing to the crew doesn’t gain.

    #115049

    ExNihil
    Member

    I Agree with @draxynnic, and I think @sadist1 has some good ideas.

    Aside from that, well the argument gets to be sophistry really. I’ll speak straight: IMO there is simply no point for Blight and Spirit on machines. Furthermore on the level of game balance it actually disturbs it and makes some races very weak, and some classes also.
    The amount of creatures that have near or complete blight immunity aside from machines is also excessive.

    I suggest a decrease of the overall level of blight resistance in game by 20% pretty much, and 40-60% in the case of machines (depending on the machine type and tier). As for spirit i suggest a decrease of 60% for Theocrat units (I’ll deal with that in the Theo thread when I post it) and 40-60% for machines again.

    This will make the game more balanced and will make Goblins, Orcs, Humans, Theocrats and some other units more attractive.

    #115059

    Draxynnic
    Member

    There is always an emergency crew at hand, replacing the dead crew …

    That said, if you point to crew, I point to the fact that in this case not only the machine wouldn’t actually be destroyed and still block the respective hex, making new mechanics necessary, and what’s more, COULD BE CAPTURED – even in the same battle.

    So pointing to the crew doesn’t gain.

    The mechanics are already a bit of an abstraction. Sure, you can replace the crew, but that’s really an out-of-battle thing. In a given battle, odds are that if you kill the crew, the machine’s going to stop functioning, and many of these machines seem complex enough that you’re not just going to be able to put GI Joe or Jane Campfollower onto them and expect them to use it right away. We don’t see corpses of large creatures like dragons blocking movement, so it seems a reasonable abstraction to have an abandoned machine be treated as a destroyed one.

    If you like, you could also think of it as the abandoned machine being so thoroughly contaminated that it wasn’t worth the effort of disinfecting it enough for a replacement crew to use. Many sources of blight are also things that can damage machines in indirect ways – gunk getting in pipes and other sensitive mechanisms, a snake getting caught in the axle, unmentionable fluids causing accelerated rust and so on. This can also explain why machines that are ‘damaged’ by blight still need repair, along with the possibility that hastily trained replacement crews might cause some damage to the machine before they learn how to use it properly.

    #115061

    Jolly Joker
    Member

    @ ExNihil
    You know, you could at least TRY to be somewhat creative with how to rectify the imbalances you see, instead of going out of your way to make everything the same.
    Having a 60% blight/spirit immunity instead of full won’t change the situation: you STILL will have to find a way to fight effectively, since it doesn’t matter whether a unit has 0% ranged effectiveness or 40% ranged effectiveness: you are still better off with 100% melee effectiveness.

    #115066

    Jolly Joker
    Member

    @ Drax
    I can’t believe you really want to argue about that. You need a course in War Machines to use a Battering Ram, the crew of which was just felled by some Laser?

    The point is, that it makes no sense to try and justify a change YOU support with rational ingame logic. You can make a point for everything. You either make it so, because it’s good for the game or the game needs it to work better, or you leave it. And if you CAN find an excuse, everything is fine.

    It’s not a question of who has the better excuse and then so it should be – it’s a question of how the devs want it and whether it works, and then so it should be, and we’ll find a rationalization later.

    Right?

    #115068

    madmac
    Member

    The benefit of having a machine unit consists of immunity to blight and spirit damage. The drawbacks of being a machine are basically everything else. No healing, poor resistance, weakness to either Shock or Fire Damage, and vulnerability to various abilities and spells designed specifically to target machines, ect. (Sabotage, Rust, Rot, and so on.)

    The low resist is a particularly important weak point because losing complete immunity makes machines easy target for mind control and similar effects. There are already more drawbacks then benefits to machine units and a whole range of counters are available and implemented in the game. I don’t see any compelling reason to nerf machines further for the sake of 1-3 support units.

    #115080

    ExNihil
    Member

    @ ExNihil<br>
    You know, you could at least TRY to be somewhat creative with how to rectify the imbalances you see, instead of going out of your way to make everything the same.<br>
    Having a 60% blight/spirit immunity instead of full won’t change the situation: you STILL will have to find a way to fight effectively, since it doesn’t matter whether a unit has 0% ranged effectiveness or 40% ranged effectiveness: you are still better off with 100% melee effectiveness.

    Aha, I have been trying harder and certainly more creative then you. Wait MAYBE I SHOULD write like this – which seems to be the extant of your creativity.

    #115085

    Jolly Joker
    Member

    @ madmac

    Good points!

    #115086

    ExNihil
    Member

    The low resist is a particularly important weak point because losing complete immunity makes machines easy target for mind control and similar effects. There are already more drawbacks then benefits to machine units and a whole range of counters are available and implemented in the game. I don’t see any compelling reason to nerf machines further for the sake of 1-3 support units.

    Mind Control immunity will not be effect. Machines cannot be stunned, this is rolled against shock and they still have an immunity to this ability while weakness to shock. No one is speaking about removing this – there is an ability called mind control immunity, it is simply easy to add this. There are not more drawbacks then benefits to machines. The only drawback is no regeneration without a hero with repair machine or engineer with similar skill. There are no counters for playing a Goblin against dreadnought – try the combination of Goblin Theo and tell me how you are fairing if you dont manage to rush, I can tell you it will be a very sad and quick affair. You will have no ranged abilities, no spells and so forth to effect Machines.

    #115093

    madmac
    Member

    Well, in the first place, Why are you playing Goblin Theocrat against Dreadnaught? Whats your strategy, here? Did you at least pick up Water Adept/Mastery like a sane person? Don’t intentionally put yourself in the worst possible matchup and ask people to balance the game around it.

    I don’t find Theocrat in general to have any real issue with Dreadnaughts, myself. They aren’t actually a class built around pure spirit damage, mostly hybrid phy/fire with a bit of spirit damage on top. Save your smites and so forth for juicer targets like Heroes and Engineers and you’re golden.

    As for Mind Control Immunity…Machines don’t have it at present, and it’s a very limited keyword that doesn’t protect against nearly the range of things their current immunity does.

    And don’t tell me Machines don’t have drawbacks. They’re slow, brittle, don’t heal and take massive damage from elemental attacks. Abilities like sabotage do absolutely hilarious damage to them and there’s no equivalent effects that target living creatures. Obviously they synergize well with Dreadnaught but that’s purely by design, and machines are not used exclusively by Dreadnaughts.

    #115096

    shifted
    Member

    You guys have no style if you can’t appreciate the setting of a holy Theocrat saying to his men, “Have FAITH gentlemen and we will conquer the world on FAITH alone!”, only to see some monstrous tanks cresting a hill and approaching the Theocrat’s army at that chilling, nonchalant pace of encroaching doom low-tech tanks deliver.

    “Where’s your god now”, mutters the gritty Captain as he drops down into the tank for battle, the lid clamping shut behind him.

    Oh shit, in my example the tank had a crew. *can of worms*

    #115110

    ExNihil
    Member

    And don’t tell me Machines don’t have drawbacks. They’re slow, brittle, don’t heal and take massive damage from elemental attacks. Abilities like sabotage do absolutely hilarious damage to them and there’s no equivalent effects that target living creatures. Obviously they synergize well with Dreadnaught but that’s purely by design, and machines are not used exclusively by Dreadnaughts.

    Sabotage is restricted to one class and specifically 1 unit + hero ability. Try please a match-up of rogues vs. flame-tanks and see how well your scoundrels and heroes fair on a 1v1 basis. Elemental damage you say? BS, Dread units have high HP and good Res and Def ratings. They have only shock weakness. Mind Control Immunity can be added that is very simple. Furthermore, as I have already explained some abilities that supposedly should work trait wise do not work on machines because they are defined thus, for instance Stun. It is therefore fairly easy to make sure some abilities like “Severely Poisoned” don’t effect machines.

    I gave you an extreme example to show you 1 class and 1 race that have absolutely nothing but physical attacks against Dreadnoughts, which is IMBA.

    As for everyone using machines. Sure, I have already addressed the conceptual difference between them but also there is another difference – Fire Weakness. These are wood-machines while the Dread is using metal.

    On the level of game mechanics it could be easily balance – yes, it will require some extra work, but this is hardly unfeasible. On the conceptual level it could also work – and IMO is actually necessary. ATM Goblins, Orcs, Humans, Theocrats are highly IMBA respective to Dreads. And Theos are weak against one another as well. This is bad balance – it is a balance of sorts, but one which makes some races and classes simply less good then others.

    As for taking specializations – well if you have to get certain specializations to even have a fighting chance then there is a serious problem.

    As for the no regenerations – well the compensation here is tremendous amounts of damage and the spell reassemble.

    @shifted,
    Lol :).

    #115126

    madmac
    Member

    Elemental damage you say? BS, Dread units have high HP and good Res and Def ratings.

    Hmmm….

    Cannon Tier 3 60 HP Def 11 Res 10

    Flame Tank Tier 3 60 HP Def 12 Res 10

    Golem Tier 3 HP 76 Def 12 Res 10

    Juggernaught Tier 4 HP 110 Def 15 Res 11

    Shaman (Tankiest Tier 3 by far.) HP 60 Def 11 Res 12

    Machines are actually pretty squishy, sorry. Golems get some extra durability to make up for being melee, and Juggernaughts are actually quite strong against physical damage, but they have all have lousy resistance for their level.

    60 HPs and 10 Resist gets you all the magic durability of a Shadow Stalker, except Shadow Stalkers don’t have +40% damage from Shock.

    As for taking certain specializations, ect, Why shouldn’t you be playing the matchup instead of using a one-size fits all strategy? How would that make the game more fun and strategic?

    • This reply was modified 4 years ago by  President.
    #115148

    ExNihil
    Member

    A. 20% shock weakness. B. Add to these +1 def from Solid Engineering, and an optional +20% Fire and +20% shock protection from dread army leader. C. Now factor in their immense damage.

    Why exactly are these units resistant to spirit and blight? and how does that balance it out? Assume that the abilities that don’t work on them now, won’t if it is nerfed, simply damage channels that are opened.

    #115149

    madmac
    Member

    On the Theocrat portion, I just don’t see the problem. Spirit Damage is so rare at present that it only even comes up under two situations:

    A. Theocrat mirror, which is whatever, man. They can softball each other and it’s not a balance issue. Besides, Holy Champion makes up the difference alarmingly well.

    B. Human vs Theocrat, which is still eh. Just don’t use Priests, Theocrats are generally weaker against physical damage to begin with. (Also Holy Champion will wreck your priests regardless.)

    Now, I do actually agree that there’s too much blight resistance in general, I just don’t see why Juggernaughts are the target when it would be much more helpful to knock some resistance off of neutrals and make clearing easier.

    For that matter, knock a bit of blight resist off of rams and Trebs if you want, that’ll reduce cheesing Gobs without kicking Dreds in the kneecaps.

    A. 20% shock weakness. B. Add to these +1 def from Solid Engineering, and an optional +20% Fire and +20% shock protection from dread army leader. C. Now factor in their immense damage.

    Come on man, you can play that game with any unit or hero and still won’t mean anything.

    #115152

    ExNihil
    Member

    Now, I do actually agree that there’s too much blight resistance in general, I just don’t see why Juggernaughts are the target when it would be much more helpful to knock some resistance off of neutrals and make clearing easier.

    Juggernaughts are not the target. I think different Machine units should have different resistance levels. I don’t mind 100% blight resistance on a t4 because it is a t4. I think Trebs and Rams should have 20-40% resistance to blight and spirit. Fire-Tank and Cannon 40%-60% and Golem 60%.

    On the Theocrat portion, I just don’t see the problem. Spirit Damage is so rare at present that it only even comes up under two situations:

    That works against your argument – if it is so rare how will it be so drastically offensive to lower machine resistance to spirit?

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