Forum Replies Created
August 25, 2015 at 16:48 in reply to: Suggestion: Champion levels give building upgrades #224389
I see that as not being an issue. After all, they lose the +10 hitpoints boost in exchange for something else like +2 holy damage. Really not all that bad. And most champion units outside of getting lucky with wizard towers early are just going to be T1s and T2s. While they can still completely wreck any creature of equivalent tier after getting a few ranks, they still can’t really realistically compete outside of their weight class. A T2 cav can’t really drop a warbreed or shado stalker. This makes them more competitive but its not like your going to get a T2 doomstack. Most T4s don’t get these upgrades anyway. I think Manticore may be it unless there’s a summon upgrade building.
Even then you’re likely to have all of the boosts you can put on anyway and the amount of xp needed to get a champion rank T4 is almost like leveling up another hero. This means that low tier units which get most of the upgrades, and you’ve had for much of the game get the biggest boost. But A royal guard or cav is never going to be able to beat out a Eldritch horror 1 on 1. So you are still better of grabbing T3s and T4s if you want to make a doomstack, I don’t think I’ve ever seen a T1 or T2 doomstack. I’ve seen strong stacks, but nothing that can compete with having a few dragons at your back.
You’re right. I’ve never seen hills terrain. Mountains, plains, swamps, all yes, but no hills. I think we need hills. Perhaps as its special terrain thing there are a certain number of tiles in the center of the map where archers get an extra square or two of range due to height advantage.
I strongly agree on more asymmetrical races. One of the things that killed Heroes of Might and Magic for me is they made every faction be too similar. I don’t want that to happen here.
For me at least, no opinion either means I haven’t’ done enough with it to form an opinion in the case of things like music (i normally play with sound off), or pre-made maps. Or it means Eh, it’s ok, in the case of some things like the city building or diplomacy side of things. It’s getting better though, so that’s a plus.
Everything else was agree or strongly agree though.
I think that Main Races and City Economy needs to be improved. There are some other things I think could use some work but most others are a I don’t use them, or they are already more than good enough.
What I meant was I know a lot of people say its wasteful to have lots defenders in your cities and I’ll stick 2 stacks of monster hunters in a chokepoint city and have other units nearby which can get there with one turn of warning but I might only have 3-4 stacks in total out actually attacking.
Well, I quite frankly go against all advice and turtle, and I am good at it even though most consider it wasteful.
What I do personally is I create a few hit squads which are very powerful, quite possibly including secret summons if I got lucky with a wizards tower. Typically though, they are stacks composed primarily of T3s, T4s, heroes, and supports in late game. I get fliers if I can and even if I can’t I will try to get moderately mobile units. I focus all of them on one of my enemies while stonewalling the others and doing small skirmishes and troop redeployment where necessary so I’m never caught with less than a dozen units when I’m attacked. I typically try to keep a mix of t1s and t2s with a few solid t3s where needed. E.g. cannons, fliers for mobility, firstborn.
Raiding wizard towers is always a good plan and with the right units you can raid one pretty fast even without focusing on military. I think I took one out and got summon obsidian dragon by about turn 20 in one of my games and used it to go on a clearing spree. Secret spells are your friend if you can get them and can easily turn the tide. A block of monster hunters supported by Great Healing Showers and Mass Bless are a force to be reckoned with and can down many times their own number, especially against AD or anyone lacking solid AOE options.
I always try to drop one quickly if at all possible, hence the focus on mobility in my strike teams, and avoid fights I know I can’t win. Better to temporarily lose a city and hit them with a devastating reprisal than to lose the city and a stack for little to no gains.
You could maybe do something where it checks a few parameters before casting a buff.
For example, for the two examples given, Stoneskin would only be cast when within X tiles of another unit, which can either be the range of a normal ranged attack or the movement range of the unit after having stoneskin cast on it. On seeker, it would not cast seeker if it will not aid it for more than say 2 rounds. So something with a unit standing right next to it, would not get seeker cast on it, nor would something about to shapechange for healing purposes.
I’ll generally grab a few abilities at the start since that’s what really sets the hero apart and if I find have a few weird leftover points after getting what I want for tier, then I’ll spend on health and defense. I also try to clear a few sites early to get an extra 3 or 4 defense worth of items to make it so not focusing on those stat wise isn’t as big of a deal.
Yes they are important and if you can carry them past those first few level and get a couple of good artifacts, a hero can become death incarnate. As in, a solid hero can easily solo basically any T4 you try to throw at them. Either by a Necro debuffing the enemy into uselessness every time he attack or a Warlord or Dread with 25 or more defense just taking attacks that would kill a lesser hero. They become seriously awesome once you get them going.
Just after level 10 is where I find they start to transition into army killers and by level 15 they can take most things on that don’t have major spell support.
I’d approve. At least in the games I’ve played we set up some rules right at the beginning such as we will stay in our current version, or we will participate in all open betas. I get that you can’t do that with a pickup group though so a button and/or only the host can switch if the game is beta or not would be appreciated.
Ah yes, Dungeon Keeper. I remember many good times in gem maps intentionally letting my rivals build up on maps with gems only to completely slaughter them with devious traps and my own army of minions. I similarly remember knocking out AIs early using the old, sight of evil-lightning bolt combo, to sit there and snipe all their imps until their treasury is completely dry with no way of replenishing it without selling rooms, which the AI never does.
I’ve been looking for a good spiritual successor to it but I’ve been cautious due to the ones in the pat which have made big promises but were unable to capture that special something that makes Dungeon Keeper, Dungeon Keeper.June 14, 2015 at 03:21 in reply to: Did you know you can win a battle by just… Running around? Why? #210874
What the OP is talking about isn’t really kiting. Kiting implies you are peppering the enemy with ranged attacks or other such things to slowly wear them down. This is more of a game of keep away.
Although it is a mechanic, I would like to see the timer extended by a round or two.
You missed what I said afterward. After that I said that ALL of their units should become 50% mana 50% gold and that their gold production should be dropped to be the lowest accordingly. If this change was implemented, then Necros would be burning through at least as much mana as Sorcerers.
Impact edge, I thought this was a valid point to argue. But now it’s just getting annoying since we have given more than enough reasons. Yes, no one is alive BUT you do have intelligent undead. Wouldn’t surprise me to learn that a fairly high percentage of your troops have just below reanimator level intellect. Anything with intelligence is going to want some form of compensation. Heck, we even pay animals as much as trained soldiers in some cases. We’re assuming its because of all the unseen logistics behind it.
Also on the functioning while in the void thing. The difference is that, based on your argument, the living have a mind and can think effectively and show initiative. The undead don’t have those things so they can’t show initiative and make their own decisions.
Edit: I think Necro should be on par or slightly above Sorc in mana income and his costs should be half and half. So the basic ghoul swordsman takes 2 mana and 2 gold per turn to sustain. The cost of this is is that his gold income is the worst in the game.
I’m guessing that not everyone is a mindless undead given that they can keep functioning after you’re in the void. So it can be assumed that you have some if not mortal, intelligent, servants who posses a modicum of power. They’ll want some things to at least keep themselves entertained which could very well take the form of mortals to do various things to and you don’t want them to just up and die because they lack trivialities like “food” and “water” do you? I mean, you may be a hideous abomination of unlife that flies in the face of everything good and natural, but does that mean you need to be a jerk about it?
Do cadavers require upkeep? If they don’t, then that explains why others need upkeep, to prevent decay. If cadavers do require upkeep, I think they shouldn’t because they aren’t exactly spamable without massive reanimator support and they aren’t really that big a threat without a bone collector that they give a one battle boost to.
Undead are unaffected by moral and I think not paying just drops moral out the whazo so I don’t think undead will just leave which only happens if moral has hit the lowest possible level.
I view the upkeep as needing to be mixed gold and mana. They need mana supplied to them to keep the things animate but they need gold for other things. An example is the need for the various measures and things for embalming and preserving the corpses assuming the magic doesn’t just keep them intact.
Then there’s the gear, sure you can argue they have what they died with, but it still requires some maintenance. Even discounting the need to keep swords sharp and rust free to preserve effectiveness, you’re going to need arrows, spell components, etc. You’ve also got the armor and such, various pieces of armor can have surprising amounts of maintenance needed. Chain mail loses links which need to be replaced to stop it from collapsing, plate can potentially get penetrated and needs repairs, leather can get torn or punctured.
Even if you don’t particularly care about them you still need to keep better than a 1:1 casualty rate to make your undead army self-sustaining assuming a perfect conversion rate. It just makes sense to keep them at least decently outfitted and use a level of tactics. Throwing more soldiers at a problem until it breaks is all well and good, but it isn’t sustainable. Only really works if you need a rush victory like the heroes are about to get the artifact they need to annihilate your army and you need to get to them before they can activate it so you don’t have time for anything fancy.
As you may be able to tell, I’ve actually thought about this kind of thing before.
Maybe for the general power level of demons we could do something similar to what rouges have. That being units that are tier X.5. So a demon lord would be a tier 4.5 not dissimilar to the Elder Eldritch encountered in the third Campaign mission.
I’m thinking the Demon lord should be melee focused with one or two solid spell like abilities, good resistance, flying, and some form of life drain. As a possible spell one that allows him to use the soul of one of your units to summon a lesser demon to the battlefield. Meaning no resurrection, not even true resurrect will bring the unit sacrificed back. He should be fully vulnerable to physical though but be reasonably resistant to most forms of elemental damage.
SS’s are tier 3.5, kind of like assassins are tier 2.5. As is, they serve as a weapon the rouge can use against things like Necromancer which blocks most of their subtler moves. I don’t see the need to nerf them, even though I don’t play rouge and hate fighting them. The biggest nerf I can see giving them without damaging them too much is to give them like -5 hp or something like that.
There are actually some things that are an interesting take on that. For example, in a webcomic there is a conversation between a hardline pacifist and a party of good adventurers and calling them out on killing being their first resort to any problem. Another is an even worse party of “good” adventurers not seeing a problem with killing orcs who are camping out for a concert because orcs are listed as evil so killing them is a good act.
The problem is is that it’s very hard to implement all of the details of alignment without it needing an entire manual in its own right to be understood. For example, how does the game know if you release the city as a vassal with benevolent intent or if you do it just because you can neither defend it or plunder it fast enough? In the future, we’ll probably see more detail put into the alignment system in games but not now.
I agree that more variety is now needed, far too many undead are now being seen.
To help you with the Bone Collector however (that’s the crab thing) the more units you have the stronger they get since they derive power from corpses. They are really a sub-par T3 to start with but if you let them gather corpses they become insanely powerful. They are astonishingly vulnerable to physical, melee attacks since they have an absolutely horrible defense value of 11 or 12. Countering them with a few solid units is your best bet. That or supports as is the traditional counter.June 1, 2015 at 17:31 in reply to: Bone Horrors going from -20% Spirit Res to +40% next patch #207213
Oh not denying that at all. But they also still have another weakness. Their defense value. It’s what? 11, 12? Something that you’d expect to see on a t2 and some t1 infantry match it. I picked up Earth Adept for stone skin to help counter this, but they still are not very durable if you hit them with physical. Crusaders I’d imagine would be the ideal counter against bone collectors. Tough units so they won’t get one shotted even after it’s devoured a few corpses, and have decent physical damage going for them, and are resistant/immune to many of the debuffs a necromancer can throw out.June 1, 2015 at 17:14 in reply to: Bone Horrors going from -20% Spirit Res to +40% next patch #207195
I’m not sure how badly bone collector needs this buff but there is something I’ve noticed about it that a lot of the anti-buff people are missing. It, much like a shrine of smiting, is something you don’t want very many of. It starts out as a sub-par T3 and only becomes useful once it can get a good number of corpses devoured. I don’t think I’ve ever put more than 2, maybe 3 in a fight since the more I have, the more diluted the power becomes.
This is also the only necro unit getting this type of buff to my knowledge. So it’s not going to completely change the dynamic of battle too badly. It’s a funky type of specialist unit that you let most of the other units fight first or keep a group of cadavers with it so it can eat 6 or 7 corpses and then proceed to wreck the enemy, I personally will rarely deploy them before they can pick up at least a handful since they are so weak otherwise. Heck, I think with no bodies they are unfavorably matched up with an exalted as things stand. And that’s a unit people complain about being weak a lot.
So, since you will rarely see a high concentration of these, a shrine of smiting and the like can still obliterate a Necromancer army because these aren’t a viable unit to spam and don’t receive a lot of other buffs that most necro units get. You are going to see undead units which are vulnerable still from inflict ghoul curse if nothing else.
Oh, I thought that you were roleplaying a very reasonable peace keeper within the game. My bad.May 31, 2015 at 19:16 in reply to: Wild mass-guessing on Triumph's desires for the remainder of AoW3's development #206770
I’m thinking we may get some more eldritch abominations of various stripes as well given the campaign only, as far as I can tell, Elder Eldritch which appears to be basically a T5. I think you may be right in regards to the water, but it strikes me as more of a B-plot which will be explored in conjunction with the shadow gates.
Plus, we’ve seen Sundren and Edward slowly gathering various forces and we now have a pretty high number of torchbearers in the cannon. Even just counting major ones, we’ve still got Sundren, Edward, I think the halfling leaders, I have yet to finish golden realms all the way, the Tigran, and Avrik. That gives us five separate major leaders and a pretty high number of secondary leaders even assuming the frostlings don’t give much support to Avrik.
Seems to be more than enough to me to face off against threats from multiple fronts. And with the multiple races and empires, they’ve got a pretty wide array of specialists to call upon.
Frostlings are good at artic and water so they serve as the main naval force, Edward and his machines serves as the anchor for any land based forces, Sundren gathers intelligence and hits high priority targets from stealth, Tigrans serve as the main mobile force on land using their plains running to move around rapidly, and the halflings are the wild card.
They actually have a ton of different options to use when you think about it, especially if they present a united front. You could pretty easily pull off another six mission campaign with a set-up, alternating water and gate threats for four missions, so two for each, and a final all-in mission where all leaders fight against a common enemy. Possibly you are restricted to one, or maybe you can choose which one you control directly.
Wow, I have to admire your ability to roleplay the reasonable elf there. Even if it seems like a bit of an oxymoron given how they are often portrayed in various media.
Although if I recall correctly, he basically got bought out to attack you. I can’t remember who done it though but I think it was Shadowborn agents.
*END SPOILER ALERT
Like I said, it seems to just be a direct tier comparison as far as I can tell.
Sometimes auto loses, badly, on a fight that shows very likely victory. e.g. Complete and utter defeat and kills fewer than half of the enemy.
Others, it pulls off a resounding victory against a very likely defeat scenario. E.g. no to 20% casualties and total annihilation of the enemy force.
These are especially common in city battles where the defender has a big advantage but sometimes it happens in the open field too, especially if there is a big difference in tier or counters. As shown in my previous example of a pair of Shadow Stalkers vs. a group of frostlings
From what I can tell, the outcome predictor just does a relative tier comparison. E.g. I have 2 Frost witches, 3 harpooners, and a mammoth vs. 2 champion rank shadowstalkers. It will probably show me as likely wining since I have 2 t3s, a t2, and 3 t1s vs 2 t3s.
In reality, I’m going to get countered hard discounting spells especially since I am out-medaled and I only have access to frost and physical damage, neither of which works against Shadow Stalkers very well.
Medals especially seem to get discounted since I can send in groups with multiple champion ranks per unit into a battle against no medal units that it shows very likely defeat and come out without having lost a single guy. Heck, if I’ve got a necromancer hero, I might come out even better off than I was when I went in.
So I agree, if nothing else it needs to take more factors into consideration when judging combat probability than the flat out tier comparison which is what I’ve observed.
I thought secret dealings and alliances were an integral part of any war game.
I recommend contacting Overlord Darkslash. He already has a steam group up with various rules in place and it is based on PBEM games. He’s got a couple of 8 man ones about to start up.
Hey, cut me some slack. I’m a Warlord, so yes high champ ranks occur on non-necros, and getting more than 1k xp on a unit is no small feat. Especially when I let other units get some of the kills it could get just to spread xp around. Although paragon and mass bless helps.