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Thread: Mind affecting spells vs The orcs | |
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Lesij
Famous Hero
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posted December 16, 2007 10:49 AM |
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Mind affecting spells vs The orcs
Now they are just overpowered...
Remember Beast and Bones scenario in Necro mission?
I managed to kill every stack in the fortified orcish garrison just by frenzying cyclopes and mezmerizing Slyers (ofc Cyclopes remained)...
I think that if not all of them- at least Cyclops (and their upgs), Slyers ( and upgs) and Warriors (and Upgs) should be immune to mind control...
But, if there is no way to make them immune- I invented a skill that could be given to all orcs (maybe without goblins):
Battle Exaltation (or Remeber our Chief): If creature is under heroes control and its morale is positive- then it is immune to mind affecting spells (dark magic- without decay and vulnerability).
If morale is 3 and more- creature is immune to all dark magic spells
If morale is 2- creature is immune to spells of third, fourth and fifth circle
If morale is 1- creature is immune to spells of fourth and fifth circle
If morale is 0- creature is immune to fifth circle spells
If morale is -1- creature isn't immune at all
If morale is -2- creature is vulneral to dark magic spells (effective spellpower is multipleyd by 1.25)
If morale is -3 and less- creature is extreamly vulneral (effective spellpow. is multiplyed by 2,25)
Only non-affected morale of hero is considered ( nor after banshee howl, neither with artifacts affection)
Whato do you think about it???
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roy-algriffin
Supreme Hero
Chocolate ice cream zealot
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posted December 16, 2007 06:37 PM |
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I Disagree. This naturally favors necropolis as the only one that can make them affected by mind control spells as theyre the only real morale reducing faction.
I think it might be good if its based on your morale vs the enemys morale, If you have higher morale +1 your immune to first-third circle dark spells +2 fourth and +3 fifth but if your lower your vulnerable as usual.
Morale over 5 would be considered, This would level acedemy on the playing field, Haven too if they get the right artifacts and would actually like to use dark magic.
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"Am i a demon? No im a priest of the light! THE BLOODY RED LIGHT"
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Lesij
Famous Hero
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posted December 16, 2007 07:51 PM |
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Dude I have written that the STARTING morale of the hero, befor any affection would be considered...
Read please and then write what you think about...
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Moonlith
Bad-mannered
Supreme Hero
If all else fails, use Fiyah!
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posted December 16, 2007 11:53 PM |
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Edited by Moonlith at 01:11, 17 Dec 2007.
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Why should Stronghold be totally capable of fending off Frenzy and other mind control effects?
Stronghold is as vulnerable to this as any other faction (other than necro).
Why should Stronghold have the priviledge of fending off mind control whereas other factions shouldn't ?
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roy-algriffin
Supreme Hero
Chocolate ice cream zealot
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posted December 17, 2007 05:57 AM |
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Ah yes i missed that. Ok then but i suggest you change it anyway because your skill is entirely overpowered and not towards other factions then necro but just everyone .
I mean who ever has -3 without it being affected?
you automatically have 2 for having the same hero and units as your faction. auto-immunity to frenzy and puppet master.
Besides that you would still be able to puppet master the whole garrison either way.
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"Am i a demon? No im a priest of the light! THE BLOODY RED LIGHT"
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Mytical
Responsible
Undefeatable Hero
Chaos seeking Harmony
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posted December 17, 2007 07:34 AM |
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Stronghold is a dangerous enemy. Personally (just imo) I think they need a weakness. Destructive magic can be absorbed by rage. Since they are attack and deffense oriented light basically just evens the odds a little, and while summoning can be dangerous with its high cost only Academy can keep it up for long (especially if the orcs have might over magic). There weakness to mind/dark spells evens it up just a tad. Keep in mind that one item (if they can find it) makes them immune to frenzy (the dwarven head piece). With the shatter dark I believe their cyclops becomes immune to PM, and frenzy lasts one turn (if you don't get the dwarven head piece). Add in might over magic, Corrupt/Detain/ect for shatter dark and it becomes a bit less of an issue.
Perhaps rage could make them resistant? Level 1 rage gives them a 10% chance to resist, level 2 25%, and level 3 33%? Anything that makes them totally immune would be a bit overpowered imo.
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Message received.
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Moonlith
Bad-mannered
Supreme Hero
If all else fails, use Fiyah!
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posted December 17, 2007 11:29 AM |
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That aside the way you laid out that suggestion makes no sense whatsoever other than that it reeks of personal favourism.
Why does 1 and 2 morale make them immune to level 5 and 4 first??? If you wanted it to be fair it should be 1 and 2. 5 is harder to reach, does it would be more rewarding. You flipped it upside down.
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alcibiades
Honorable
Undefeatable Hero
of Gold Dragons
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posted December 17, 2007 12:14 PM |
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Quote: Stronghold is a dangerous enemy. Personally (just imo) I think they need a weakness. Destructive magic can be absorbed by rage. Since they are attack and deffense oriented light basically just evens the odds a little, and while summoning can be dangerous with its high cost only Academy can keep it up for long (especially if the orcs have might over magic). Their weakness to mind/dark spells evens it up just a tad. Keep in mind that one item (if they can find it) makes them immune to frenzy (the dwarven head piece). With the shatter dark I believe their cyclops becomes immune to PM, and frenzy lasts one turn (if you don't get the dwarven head piece). Add in might over magic, Corrupt/Detain/ect for shatter dark and it becomes a bit less of an issue.
Very well put. I agree totally with this.
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What will happen now?
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