Forum Replies Created
October 6, 2015 at 22:37 #234134October 5, 2015 at 04:17 #233828
Sounds like playstyle. I like current Druids, and think nourishing meal is enough of a heal, and I like the party buffs Druids give.
Azzazir stated very clearly to what exploits once-per-battle healing leads in PvP…
If somebody’s opponent is rolling around with a party of Heroes with lots of CP to spell spam, and they are not, couldn’t someone else conceivably have just as easily crafted on repeat some Heal/Heal Undead(Living/Undead armies) and Nourishing Meal items in the Forge? 2 turn production time without rushing in a decent city.
If they can’t even do that by the same time, then I highly doubt the lack of Healing is the deciding factor in that given game.
On a tangent, circumstantially, one might just not allow themselves to get into the situation of sitting behind walls being blasted by spells, if possible.
As for the latest changes, since I’ve proposed making Charm Short Range in the past, albeit with compensatory nerfs, I certainly am in approval for that change.
In regards to the Healing change, for Theocrats in particular… I suppose there is the argument that, as-is, they are worse healers than their generic Support units, or Evangelists.
…of course, there is also the argument that they can Heal-spam just fine with either of those, without requiring the Leader to have it. Generally speaking, in the early game(i.e. before you have Evangelists or Order of Healing), battles mostly shouldn’t be lasting long enough for Heal to come off cool down, unless going for exploits. There are exceptions, but they are just that, more often than not.
As such, in theory, unless going for exploits, the loss of cool down Heal for Theocrat Leaders should barely be noticeable. If anything, the 5 HP different on active and passive healing is more noticeable. Although, in-combat at least, the +1 Def/Res can easily make up for the 5 HP if used with a modicum of tactics.
By the time mid/late-game is reached, they’ve got Supports and Evangelists for all their Heal-spamming desires in large battles and sieges.
I don’t think more healing at a higher level is really necessary, but I also don’t think it would really affect/hurt that much either.
Ambivalent about Archdruid getting further healing. What about simply lowering the cost of their party protection abilities by 1 instead of more Healing? Is there any way to make their oddly-expensive-considering-the-relative-usefulness party Volunteer ability actually apply to Summon upkeep as well?
I’ll never stop supporting a high-level upgrade that grants 20% Fire/Frost/Shock(/Blight?/Spirit?) at a relative cost of 2 points for however many of those it ends up including. “Nature’s Ward” or something. Alas, with no new abilities coming in…. *shrug*
Meh on Dreads. I never liked the idea of no-cooldown healing, but that’s my opinion.October 4, 2015 at 06:36 #233609October 4, 2015 at 01:42 #233597October 2, 2015 at 23:22 #233396October 2, 2015 at 19:58 #233362September 29, 2015 at 21:17 in reply to: Lunar Specialization Alpha Launched (and some questions) #232576
Strength 11. It sounds worse than it is, enough so that I recently buffed the spell on my test instance to include +3 defense against Melee attacks too. The comparable spell is Static Shield, which Stuns the enemy (leaving them open to attacks of opportunity and no retaliations) rather than just flings them somewhere.
Static Shield is also Strength 9…
Random teleport is actually, as Tombles said, ‘hilariously powerful’ on it’s own. I would be hesitant about adding a defensive boon on top of that. Especially with the Nadir spell further down the line. Unless you add a minor(less than 3) defensive bonus AND lower the check strength.September 29, 2015 at 20:59 #232570September 29, 2015 at 17:48 #232499September 24, 2015 at 17:22 in reply to: Should Orcs get something comparable to Memories of Joy? #231382
So while Orc Ghouls lose their susceptibility to most mind effects and get Blight immunity, Fire and Spirit stuff will just kill them.
Well, Embalmed is a thing, and actually makes Ghouls MORE fire protected than non-Ghouls… and all Ghouls have Spirit Weakness. -1 Res being an Orc(and Tigran) trait is just what it is.
Realistically, immunity to all spirit effects except Spirit Breaking and Control Undead is actually pretty significant for Orcs. -1 Res is generally still only going to be +1 damage as with normal circumstances, with some breakpoint exceptions, when compared to other races.
I don’t remember the rewards being changed, just the turn count. Then again, I never ran Destruction very often.
Since race is independent of other factors(unless you can co-opt the Migration races-within-empire check system somehow?), I’m not so sure. Now tying special dwelling units or structures to class restrictions should be much easier to do, though.September 20, 2015 at 01:33 #229919
Yes, would be great. I also hope for other PBEM-improvements like: when AI attacks human, manual combat is possible.
So, potentially ping-ponging back and forth between players’ ‘turns’ during the Independent’s turn? That would have potential to massively slow down the game, but I suppose some people might be willing.
(also dependent on it’s Def/Res values…can’t see them.)
Looks like 12 Def and a whopping 12 Res.September 15, 2015 at 02:07 #228823September 15, 2015 at 02:04 #228822
Also, they kind of do have a target placed on them. Their low Defense causes them to be more likely to be targeted by the AI, due to the AI’s propensity to attempt to deal the most damage possible(with a few caveats, like a preference for targeting heroes when reasonable).September 13, 2015 at 02:42 #228348September 13, 2015 at 02:33 #228347September 12, 2015 at 08:56 in reply to: Serious Suggestion: Make Death Bringer a SUMMON and Reaper a production unit! #228103
To be fair to JJ, I’m pretty sure he wasn’t planning on changing the tier of the units.
In this example, the Necromancer line up would become:
Summon — Lost Soul
Produce — Reanimator
Summon — Banshee
Produce — Bone Collector
Summon — Death Bringer
Produce — Dread Reaper
While I still don’t particularly agree with the swap idea, there is precedent for the Reaper being a produced ‘magical’ unit in the same concept as the Shadow Stalker is via a summoning portal structure.
Arnout just finished his sample of adding a race, and plans to work on a sample for adding a class next, I believe.September 12, 2015 at 08:47 #228100September 12, 2015 at 01:29 in reply to: Serious Suggestion: Make Death Bringer a SUMMON and Reaper a production unit! #228073
because currently the PRODUCTION of Death Bringers effectively halts production.
You’re going to need to elaborate on this statement.
You can’t disband a leader unit.
To expand on Ex’s statement, the only way to delete a Leader unit, is to find a convenient Treasure Site to solo suicide them onto(if necessary by unequipping artifacts). To match the actual situation, that would mean doing so on the same turn as this battle, which isn’t an option under the given circumstances.September 11, 2015 at 22:09 #228048September 11, 2015 at 22:06 #228046September 10, 2015 at 18:17 #227764
Another thing that doesn’t make sense to me is the difference between these two hero abilities:
The first seems to heal 6 per turn, while the second ability heals for 20 and can be used in combat to heal for 20. Isn’t Healing just vastly superior then?
The first increases the natural healing rate of units from 6 to 12(+6 over base), stacking with other sources of Fast Healing as well, such as the Draconian racial passive. The latter applies to a single unit first, with overflow to any following units as appropriate.
Technically, although circumstantially not often due to damage more often being focused than it is spread, +6/unit can reach 36 total healing if all units in the stack are missing 12 Health or more.
Of course, neither of those influence Undead. The only strategic healing unit abilities that work for Undead are the Heal Undead ability itself, Nourishing Meal, and the personal healing provided by the Regeneration aspect of the Regrowth ability.