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June 27th, 2010, 05:34 AM
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Second Lieutenant
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Join Date: Jan 2010
Location: Hawaii
Posts: 434
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Thanked 4 Times in 3 Posts
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Re: Spells that arguably break the game
Rdnoj:
"Burden of time does most of its damage in the first 2-3 turns it's up anyway. "
Why is that ? I don't understand why do you say here. Why 2-3 turns? I think it's effective every turn it's up.
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June 27th, 2010, 11:27 AM
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General
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Join Date: Oct 2007
Posts: 3,007
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Re: Spells that arguably break the game
Quote:
Originally Posted by militarist
Rdnoj:
"Burden of time does most of its damage in the first 2-3 turns it's up anyway. "
Why is that ? I don't understand why do you say here. Why 2-3 turns? I think it's effective every turn it's up.
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The most potent effect of the burden of time is the killing off of national mages. Especially those that start off pretty old. But the best human mages in general tend to start close enough to old age that just a few turns of burden of time are enough to ensure that they'll die. That can be a LOT of mages. After you've killed off, say, 100 mages worldwide, relatively the rest of the turns are a lot less destructive... But sure, burden of time would be happy staying up and killing off the world's population.
__________________
"Easy-slay(TM) is a whole new way of marketing violence. It cuts down on all the red tape and just butchers people. As a long-time savagery enthusiast myself, I'm very excited about the synergies that the easy-slay(TM) approach brings to the entire enterprise." -Dr DrP
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June 27th, 2010, 12:12 PM
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General
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Join Date: Oct 2007
Posts: 3,007
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Re: Spells that arguably break the game
Amadamus - You are saying that assassination spells are too easy. But are they? Let us take earth attack as an example. This is a level 8 spell, so you're not going to see it until pretty late in the game unless someone is making a pretty concerted push up conjuration. And then you actually have to find someone who can cast it. With only one real earth booster in the game (unless you're playing vanilla) getting to level 5 earth magic is no easy task for most nations. There is pretty much no good way around at least 1 empower no matter what nation you are playing, and for most you'll probably need to summon troll kings to do it. That's over 100 earth gems, with little chance of cost reduction. So it's a significant investment you're putting into the ability, derailing your ability to build hammers, equip thugs, or cast other earth spells. All this, and you can stop them pretty easily with just a bottle of living water. Manifestation is basically the same, but with more boosters and a 50% chance of you being attacked instead unless there's a horror marked commander you're sending them at. Disease demons are the only ones that are *maybe* too easy, but I think those are a lot easier to stop with bodyguards than the other two.
Unrest spells are a bit different and can be very powerful in the early game, but are easily stopped by domes....
And I'd rethink the gem gen global replacement thing. For one thing it's not any better. In fact it is worse, because no one knows you have the gem generating thing, and can't do anything about it until they figure out where it is. Then they have to march an assassin all the way across the map to *attempt* to kill it? That is ridiculous. And there's nothing you could do about it now with the assassination spells gone. It then becomes a nearly perfectly safe investment, unlike gem generator globals which are clearly visible, show up in the score graphs, and can be taken out via a dispel or an assassinate. They are much more of a gamble as they are now.
__________________
"Easy-slay(TM) is a whole new way of marketing violence. It cuts down on all the red tape and just butchers people. As a long-time savagery enthusiast myself, I'm very excited about the synergies that the easy-slay(TM) approach brings to the entire enterprise." -Dr DrP
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June 27th, 2010, 02:55 PM
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Captain
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Join Date: Apr 2004
Location: France
Posts: 820
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Thanked 33 Times in 24 Posts
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Re: Spells that arguably break the game
Quote:
Originally Posted by rdonj
getting to level 5 earth magic is no easy task for most nations. There is pretty much no good way around at least 1 empower no matter what nation you are playing
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Actually, it's pretty easy for EA Agartha but some people keep saying they're a weak nation. Otherwise I agree, the spells are NOT cast without effort. They require research, forging, often empowering or summoning an able mage or designing a specific pretender, and then getting enough gems to actually cast the spells and keeping them up in the case of enchantments.
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June 30th, 2010, 12:01 AM
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BANNED USER
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Join Date: May 2004
Posts: 4,075
Thanks: 203
Thanked 121 Times in 91 Posts
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Re: Spells that arguably break the game
Quote:
Originally Posted by LDiCesare
Quote:
Originally Posted by rdonj
getting to level 5 earth magic is no easy task for most nations. There is pretty much no good way around at least 1 empower no matter what nation you are playing
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Actually, it's pretty easy for EA Agartha but some people keep saying they're a weak nation. ..
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Allow me to be the first to be included in 'some people'.
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June 30th, 2010, 01:09 AM
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Sergeant
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Join Date: Dec 2009
Posts: 329
Thanks: 33
Thanked 12 Times in 12 Posts
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Re: Spells that arguably break the game
I'll be the second in that category. They have high earth, and that is about it. Oh, and amphibiousness. Yay.
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June 27th, 2010, 09:02 PM
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Corporal
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Join Date: May 2010
Posts: 78
Thanks: 0
Thanked 0 Times in 0 Posts
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Re: Spells that arguably break the game
Quote:
Originally Posted by rdonj
Amadamus - You are saying that assassination spells are too easy. But are they? Let us take earth attack as an example. This is a level 8 spell, so you're not going to see it until pretty late in the game unless someone is making a pretty concerted push up conjuration. And then you actually have to find someone who can cast it. With only one real earth booster in the game (unless you're playing vanilla) getting to level 5 earth magic is no easy task for most nations. There is pretty much no good way around at least 1 empower no matter what nation you are playing, and for most you'll probably need to summon troll kings to do it. That's over 100 earth gems, with little chance of cost reduction. So it's a significant investment you're putting into the ability, derailing your ability to build hammers, equip thugs, or cast other earth spells. All this, and you can stop them pretty easily with just a bottle of living water. Manifestation is basically the same, but with more boosters and a 50% chance of you being attacked instead unless there's a horror marked commander you're sending them at. Disease demons are the only ones that are *maybe* too easy, but I think those are a lot easier to stop with bodyguards than the other two.
Unrest spells are a bit different and can be very powerful in the early game, but are easily stopped by domes....
And I'd rethink the gem gen global replacement thing. For one thing it's not any better. In fact it is worse, because no one knows you have the gem generating thing, and can't do anything about it until they figure out where it is. Then they have to march an assassin all the way across the map to *attempt* to kill it? That is ridiculous. And there's nothing you could do about it now with the assassination spells gone. It then becomes a nearly perfectly safe investment, unlike gem generator globals which are clearly visible, show up in the score graphs, and can be taken out via a dispel or an assassinate. They are much more of a gamble as they are now.
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Good points - swayed me alot!.
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