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Old April 2nd, 2010, 04:20 AM
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Default Re: Warhammer Dwarfs, version 0.9

Quote:
Originally Posted by Sombre View Post

Well my worry is that they're simply too good. When I saw that they had mapmove 3, checked out their cost and efectiveness (incredibly powerful enc 0 spells)
Which now have fatigue

Quote:
Originally Posted by Sombre View Post
I actually assumed that you'd balanced them as being immobile and then accidentally taken it off. In Scruntlefut the dwarfs have churned out a lot of anvils and they just seem redonkulously good for the price (35 earth gems).
And they now cost 40 earth gems and it "kills" the caster (the caster is lost because he gets up in the Anvil, sort of). Usually the mage needs a least earth boots to cast the spell, so the cost is now like 47 gems and the loss of a cap only mage.

Quote:
Originally Posted by kianduatha View Post
Yeah Anvils only need 1 mapmove--teleport to your forward army, then move along with it. He did nerf them bunches, though--50 gems now I think, and it kills the caster. Usually that means you also lose a pair of boots(unless you wanted to get rid of your naturally E5 casters), so effective cost 57 gems and a cap-only caster.
40 gems. I think that the caster killing (+7 gem cost basically) and fatigue on the Primal Runes is enough of a nerf. Also the loss of forgebonus reduces their uses.

Quote:
Originally Posted by kianduatha View Post
Hah, and here I thought the bless was intentional--not that they're revered by the other Dwarves, but that they can channel some of their God's power when enraged in battle.

The really really fun part about the Slayer blessing part is that it also makes any other units in the same square blessed, even if they weren't sacred before.
Well, the thing is that the Berserk and the luck does not come from their god, but from the ancestor spirits who use them to get their own grudges avenged. So the blessing just doesn't fit in. I knew about the luck effect getting spread over and it was intentional, it's not much of a strecth to assume that the ancestor spirits could extend their "blessing of luck" to some guys fighting alonside them.

The blessing is especial thematic concern because you can use them to bless basically anything, like Bane Lords, Moose and bunch of other stuff that just does not make sense. I can just imagine a opponent going like "Why is that Moose blessed?". This is especially problematic because as a onebattlespell, the thing as no graphical presentation on the field and it just sort of happens.


Quote:
Originally Posted by kianduatha View Post
I'm somewhat worried that the aoe autoberserk(without other entertainment like the bless) will actually lower the power of the Slayer.
Well, the thing is that it also a boost. They now get their hefty berserk bonuses automatically instead having to take damage first (and thus avoid the chance of being one-shotted or afflicted by the blow).

Quote:
Originally Posted by kianduatha View Post
One of the best things you could do with them was put up Body Ethereal, but now it's impossible because your mage will go berserk before he can cast it. Of course, that whole play is already nerfed a bunch because Runesmith -1 to magic in battle means you can't get the astral casters in the first place. Ah well...we still have Iron Warriors.
You could also just give a Runesmith a cap or a coin.

Quote:
Originally Posted by kianduatha View Post
The Brother of War pretender choice is once again looking terribly, terribly lackluster. He's prettymuch just a Dragon Slayer with a chest slot and without 2 misc slots. I guess he has slightly better weapons, but he doesn't have the reinvig(which is in fact what tends to kill him). Also his AOE berserk was always the worst of the three pretenders' onebattlespells, and now it just looks even worse since your 70 gold commanders can do the same thing(they even do it better right now!). Maybe give him something different, like Weapons of Sharpness(mmmm) or Quickening? At this stage, it seems almost criminal to not get some magic diversity on your pretender, so he just gets sidelined. I'd rather take a Dragon just so I had at least one other path covered.
Well, the berserk will stay. He should not cast spells in the battlefield *ever*. Grimnir is much like Khorne in his hatred of magic. The Brother of War has one aspect that other gods lack, he is probably the best anti-SC chassis in the game. One swing and you get "curse luck" and basically get critted in the second blow. Give him quickness and there probably isn't a foe he couldn't kill in a single turn.

Admittely, that probably isn't a attribute you want in a god. I could give him his innate fire magic back. I might also test the effects of a negative #magicboost commands on pretenders with him. I'm not sure how it works out, but in the ideal case I could give him pathcost 0 for all paths but make him lose much of that magic in the actual game (cheap blesses, basically). Perhaps that Sombre's firstshape trick could work here?
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