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  #1  
Old June 9th, 2007, 02:12 PM
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Meglobob Meglobob is offline
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Default Wild Hunt & Ghost Ship Armada too weak?

Wild Hunt & Ghost Ship Armada both fun, amusing spells in SP play but a waste of time in MP play because by the time you can cast them, players armies are too powerful and it ends up being a waste of gems.

Has anyone got any good use out of them?

Given that Wild Hunt is conj 9 N6 spell to cast and Ghost Ship Armada is Ench 7 W4D3 to cast with 50N and 60W gem cost, shouldn't both those spells be given a serious power boost in a future patch?

Lets make both those spells desirable to cast.
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  #2  
Old June 9th, 2007, 03:37 PM

Migaaresno Migaaresno is offline
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Default Re: Wild Hunt & Ghost Ship Armada too weak?

Make the "Ghost schip armada" have more and/or stronger skeletons. They dont even got armor. However on sea, nobody wears heavy armor. And the weapons they got are good. So i say we increase amount of skeletons.
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  #3  
Old June 9th, 2007, 03:40 PM

quantum_mechani quantum_mechani is offline
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Default Re: Wild Hunt & Ghost Ship Armada too weak?

Those are two of quite a number of globals that seem kind of fun but don't come near justifying their cost. Wrath of the Sea, Second Sun, Riches from Beneath, and a bunch of borderline ones whose use is extremely niche if any.

Unfortunately, the only moddable parts of these spells are the research, gem and path costs. This works for some spells like wild hunt, but for others you would have to make them so cheap and easy to cast it would be unthematic.
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  #4  
Old June 9th, 2007, 03:44 PM

jutetrea jutetrea is offline
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Default Re: Wild Hunt & Ghost Ship Armada too weak?

Agreed, although I think the changes wouldn't necessarily have to be to the spells but to their paths/costs.

By Conj 9 few care if they lose a priest here and there unless they've randomly Thug'd one. Also, by Conj 9 no one is going to waste a slot or extra gems to cast it when there are more appealing globals. Possibly drop down to Con 6, same cost?

Ghost ship isn't that bad really except the high gem cost. Its more of a way to annoy enemies than anything else. Possibly Ench 6 and 40 gems (think 30 is more reasonable for the benefit, but doubt it could go so low). Unless the spell was changed completely to either attack multiple sites per turn (a la Wild/Kindly) I wouldn't see it being that popular to begin with.

IMO there are the game winners
Utterdark
Bounty
Nexus
Burden(?)
Thetis (situational)

The very useful
forge
all the gem producers
GoH

So-So
Morgana
Wrath
Corruption
Riches
Haunted Forest


Fun, yet not really worth it unless situational
All the rest
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  #5  
Old June 9th, 2007, 04:31 PM

quantum_mechani quantum_mechani is offline
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Default Re: Wild Hunt & Ghost Ship Armada too weak?

Quote:
jutetrea said:
Agreed, although I think the changes wouldn't necessarily have to be to the spells but to their paths/costs.

By Conj 9 few care if they lose a priest here and there unless they've randomly Thug'd one. Also, by Conj 9 no one is going to waste a slot or extra gems to cast it when there are more appealing globals. Possibly drop down to Con 6, same cost?

Ghost ship isn't that bad really except the high gem cost. Its more of a way to annoy enemies than anything else. Possibly Ench 6 and 40 gems (think 30 is more reasonable for the benefit, but doubt it could go so low). Unless the spell was changed completely to either attack multiple sites per turn (a la Wild/Kindly) I wouldn't see it being that popular to begin with.

IMO there are the game winners
Utterdark
Bounty
Nexus
Burden(?)
Thetis (situational)

The very useful
forge
all the gem producers
GoH

So-So
Morgana
Wrath
Corruption
Riches
Haunted Forest


Fun, yet not really worth it unless situational
All the rest
Tweaking the gem cost and pathcost like what you suggest is almost exactly what the CB mod does for ghost armada, and sad to say I still have yet to see anyone cast it.

I would categorize the globals more like this:

Game winners:
Forge of the Ancients
Arcane Nexus

Very Useful:
Gift of Health
Most of the gem producers
Haunted Forest
Nature's Bounty

The niche:
Fata Morgana
Mechanical Militia
Lure of the Deep
Wrath of God
Maelstrom
Stellar Focus

The very niche:
Guardians of the Deep
Thetis Blessing
Astral Corruption
Illwinter
Perpetual Storm
Utterdark
Burden of Time
Strands of Acrane Power
Enchanted Forest
Eyes of God

The near useless:
Wild Hunt
Ghost Armada
The Kindly Ones
Riches from Beneath
Second Sun
Wrath of the Sea
Dark Skies
Foul Air
The Looming Hell

And that's being pretty charitable with 'very niche' given half of them I have never seen cast at all, and the other half I have only ever seen succeed in annoying the other players enough to gang the caster.
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  #6  
Old June 9th, 2007, 05:20 PM

Shovah32 Shovah32 is offline
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Default Re: Wild Hunt & Ghost Ship Armada too weak?

I pretty much agree with QM but i would move a few. I would say astral corruption is atleast niche. If you have the best blood economy its great so it would be niche rather than very niche for me(although i do play blood alot so my opinion may be biased).
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  #7  
Old June 9th, 2007, 05:29 PM

Turin Turin is offline
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Default Re: Wild Hunt & Ghost Ship Armada too weak?

Doesn´t ghost ship armada have a couple of unique dudes, like the captain? You could improve their stats to make them a bit more fearsome.
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  #8  
Old June 9th, 2007, 05:34 PM
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Default Re: Wild Hunt & Ghost Ship Armada too weak?

Foul air is a really nasty spell when the AI casts it. Every unit in the world which gets wounded gets diseased. The main problem is that nations which would benefit from it struggle to find the air magic to cast it.

Maybe Lanka...?
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  #9  
Old June 9th, 2007, 08:10 PM
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Default Re: Wild Hunt & Ghost Ship Armada too weak?

I think every global has some use, but the problem is more that there are only 5 slots. If every global would get his own slot someone might even care to caste Riches from Beneath.

I dont understand anyway why the globals are limited to 5.
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  #10  
Old June 9th, 2007, 08:45 PM

quantum_mechani quantum_mechani is offline
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Default Re: Wild Hunt & Ghost Ship Armada too weak?

Quote:
Hadrian_II said:
I think every global has some use, but the problem is more that there are only 5 slots. If every global would get his own slot someone might even care to caste Riches from Beneath.

I dont understand anyway why the globals are limited to 5.
That may be a piece of the problem, but it's far from the whole thing. Even with infinite slots I can't imagine casting wrath of the sea or many of the other globals low on the list.
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