Missing Life/Death shard improvements


I finished up a game other day by conquest. In the end I had over a dozen fire, earth, water, and air power. Yet I had a life power of 3 shards. The inbalance between them comes from the buildings you choose on level promotions or 1 per faction buldings (ie towers.) So why does life and death have no increases by buildings? Kinda making an assumption death shards is in the situation.

 

Maybe have only chosing a life/death school in sovereign creation give the ability to make the building that improves the shard power. As it stands now there is no real reason to choose life (except unable to buy a life spellbook.) Healing spells can be gained by enchantment, henchmen, champions. So ignoring the school upon creation is not much of a penalty.

 

Throw in some 1 per faction buildings in the tech tree somewhere. Have it require a fully upgraded life/death shard or something.

7,631 views 9 replies
Reply #1 Top

Life is the most overpowered of life/death magic due to regeneration being way abusable ^_^

That said, I am not really a fan of all the random buildings that randomly boosts some of the magical schools, if I go through the game I find that high-level conclave cities can boost fire and water shards. And you can gain 1 world wonder for air shards. (Except the world wonders required for spell of making).
This ends out in a high-end conclave filled world that fire and water magic will become the most powerful, I am personally not too happy with this design :S

Sincerely
~ Kongdej

Reply #2 Top

At least for death u can always 'transform' a shard into a death one, cost is I think 50 mana

Reply #3 Top

Quoting Gorshmak, reply 2
At least for death u can always 'transform' a shard into a death one, cost is I think 50 mana
End of Gorshmak's quote

Only if you play a certain faction.

Sincerely
~ Kongdej

Reply #4 Top

Quoting Kongdej, reply 1
Life is the most overpowered of life/death magic due to regeneration being way abusable

Sincerely
~ Kongdej
End of Kongdej's quote

If you are going to claim something is abusable at least give a reason, example, or even a theory. Simply saying overpowered is not any real contribution to the discussion.

I fail to see how even a regeneration of 15 hp a turn (3 +12 shards) even compares to a unit being hit for damages past 50 hp a turn. That is figuring you would need to control half the world, plus have some city improvements to even get that many. In the example I gave even 4 city improvements would have given me a total of seven life power.

I have seen mana blasts for 200+ damage, melee hits for close to 100 damage. I had one crit for over 1000 damage. Last game I have a levle 14 AI sovereign come in lay waste to an entire town because it was doing 50-60 each attack. It would take a unit 3 turns to regenerate (at 15hp) one turn of damage. Yet a regeneration of 15hp would be considered abusable? Not hardly because units can die before they even get their next turn to regenerate.

You can not claim the city improvements for some elements are unbalanced while refusing to even the balance with improvements for the other elements. The whole point of the thread was because the other schools have improvements that affect power while life and death do not.

 

Reply #5 Top

@Kongdej Ah thx for clearing that up, must be Resoln faction then, had for some reason thought its for all Death casters

@Boredpeon I think the reason the regen is considered so powerful is due to the tactical combat tactic with fast forse/high initiative, where u run in, take a hit while doing some dmg, then run out again, stay at distance until healed up and then move in again. No extra mana spent, while extra health is generated. Some people have said this spell alone makes Kingdom almost one lvl of difficulty easier to play (not that I personally agree, as I find some of the death spells just very nifty - love blindness and curse for example)

Reply #6 Top

You can level incredibly easily, and have way more kiting power with an active regeneration healing 2-3 hp per turn in tactical, easily abling you to clear out some of the tougher monster way earlier, this in turn gives a ton of levels which then makes all future monsters easier to kill..

Just see Tuidjy's earlier gameplays, they focus around heroes, mostly regeneration and kiting to heal through some of the combats on Insane.

I thought it was more videly known that kiting + regeneration was evil, sorry to take that for granted :(

Now this got incredibly off-topic... Was not about life - death balance, was about how buildings only boost non life/death shard power.

Sincerely
~ Kongdej

Reply #7 Top

Quoting Kongdej, reply 7
Now this got incredibly off-topic... Was not about life - death balance, was about how buildings only boost non life/death shard power.

Sincerely
~ Kongdej
End of Kongdej's quote

 

You were the one to take it "off topic," lol. Considering how regeneration is linked to the increase life/death shards it is kinda relevant. Think of it as using regeneration as a reason not to do it. What did not make sense was to complain about the other elements getting those bonuses, lol.

If getting the regeneration at early games is overpowering then that could be easily solved by moving it up the life teir. Speaking of which, if the buildings that required a high tech to build them then that would not be considered ruining early game balance.

However when you are looking towards the end game like I was, controlling 3/4 of the world and you still only have 3 life power that hardly has anything to do with monster killing balance.

I can kinda see where a high regen can tip balance early game, but I have faith if it was that unbalanced to the point of abuse the developers would find a solution to the balance. Monsters with 20-30 attack power (scath, drake lizards, umbroth, etc) will still rape your units early game even with regeneration.

I guess the big point is, in end game where units take severe amounts of damage and have 200+ hp it would be really nice to be able to heal more than 12-16 hp with a heal.

Reply #8 Top

Kiting is crap tactic.  Yes it's abusable that way, but how many are going to do that every battle.  Since I don't do that,  I see regereneration as incredibly weak.  It is in need of a big brother, or increases to effectiveness and scaling.

Back to topic, yeah you're right about the buildings. But I don't see a reason to make new or existing buildings require them.  However, it would be nice to have extra damage or protection added to created units if you had a shard in your city's control or adjacent and built a building for that. 

 

 

Reply #9 Top

Quoting Supreme, reply 9
Back to topic, yeah you're right about the buildings. But I don't see a reason to make new or existing buildings require them.  However, it would be nice to have extra damage or protection added to created units if you had a shard in your city's control or adjacent and built a building for that.  
End of Supreme's quote

On a secondary note, I would love to see unit traits that gives elemental resistance, so its easier to modify units to "counter" some other faction's powers.

That said this mechanic might either be fun, or "require" another thing for your fortress - namely, be located in the vicinity of a shard of some type. So I vote only a slight boost to either magic resistance and/or elemental resistance for consuming a shard in your city.

Quoting boredpeon, reply 8
You were the one to take it "off topic,
End of boredpeon's quote

Yea I know, but was also a "call" to get it back on topic :D

Sincerely
~ Kongdej