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Heaven forbid other people play the game the way they like.
Gameplay police doens't sleep!
Both played differently.
Personally, I'm more concerned about other things.
I can't imagine playing any class other than artificer, it's just soooo good & versatile: crafting what you want + safely removing & replacing runes whenever you want.
I also can't imagine starting anywhere but dwarven lands as artificer because I need dat ore, experienced dwarven workers and adamantium mine.
I also can't imagine picking any other school combo except for earth + mentalism because the first one is too good for artificer and the second one has that +4 speed spell and follower spell.
I honestly don't know how I'm gonna play my second game.
They are indeed quite strong for the low cost with great resistances, good melee and ranged attack which literally no other 1gold cost unit can do.
Its also easier to upkeep them since you can adjust your Allfire flow to get the Mana you need for the upkeep while you can't do the same for Gold so it makes little sense why a 1mana unit is so much stronger than any 1gold unit in the game.
Example: 1gold Archer has no resistances basically, low hp and garbage in melee.
1 gold goblin unit has the same amount of hp as a wisp but no resistances again and can't do any ranged attack,...
The only downside they have is that they do not scale because they can't earn XP but their versatility and physical resistance and the fact that you can even equip them with glyphs makes them very strong early game and even find use midgame since so many enemies have physical attacks.
Same here. Artificer is really versatile and fun. Crafting glyphs and pimping/specialising your stacks is great fun indeed.
I do not 100% agree with the must start in 3rd region though. I played in 2nd region which basically borders the snow region to the north so you can easily move up to get all the ore you need. I have more ore than I can spend right now and I don't even moved my base up north.
Why not try Nature Artificer? I am playing that and its quite satisfying to walk up to an enemy stack that has Tier 2 Beasts like Bears or cougars and just using the spell to turn the animal to your side significantly weakening the enemy side and a bear/cougar for 2 mana upkeep is actually a steal. Also you can create primordial forests which are like little allfire nodes and summon packs of animals with a spell as well.
Having them be viable troops even in end-game armies (esp. against the undead, but they have 50% phys resist that can be boosted to 100% with Earth Armor) just seems so boring to me. It really hurts unit diversity, since every mage has access to the same wisps. And their art is boring too :P
1. Guardian page have a upgraded Wisp
2. Enchanter page get Phantasmal Warriors "something like that?"
3. Earth Shaper with Base 50% phys res + 25% ele res "when you level up this unit you can get 100% phys dmg resist and over 65% ele resist "without glyphs"
And you start always with one Earth Shaper unit when you choose earthmaster for your main page.
Even units like Goblins with Armor + Health + Goblin Shaman buff and so on are better then wisp in a long term.
My T1 Goblins have 90HP, 12 Armor 10 Willpower 50% Phys reduction and 50% ele Reduction "Gylph and level 10+"
ofc Wisps are rly strong in the early stages and with Invest like Summon Binding from Enchanter page "+1Speed +1 Armor, Glyphs like Phys resist, ele resist, Life steal or More HP they are mid/late game viable.
I agree that especially now after the nerf there are better units and the wisps themselves do not hold up as much as they dead especially depending on where you are. First playthrough had them go through the southern mid undead area and was really easy now can't really auto resolve without losing them or doesn't hold up as much as they did before. I am also glad to know from this post that its the guardian that gives the upgraded wisp I was wondering about that lol.
Also wisps help out for lot of players with how the game is currently especially in the early game where gold is such an issue to where if lose the beginning follower units will be really held back.
That said, when they said they were nerfing wisps I understood why. Hero/Apprentice and 5 wisps is easy to get early and was a strong army against undead all the way to end game. I am surprised they did not nerf them more.
just my 2c, not really usable to end, unless SB hardness :/ not trying to be technical, just didnt want to anyone to think higher levels just build wisps
BUT yeah before say the 3rd month wisps are really usefull at defending yourself why you seek out other ways to get good units
It's SP just like the MuHa remake of MoM and part of the charm of both is discovering ways to make your army effective or even OP.
In fantasy SP games the way of balance is the path to mediocrity not artistry.
The mods I made that made certain things OP like increasing factory output were hugely popular while the mod doing the opposite and tuning factory output down for a more "balanced" or tempered game or just buffing the factory output a little bit were not even close to as popular as the completely OP buff mods.
I am speaking the difference being like the OP version of the mod getting 30 000+ downloads while the small buff version of the mod only a few hundred to a few thousands. The difference was so stark it was truly amazing to behold.
My most OP versions of my mods were always the most downloaded. The more OP the merrier, with people sometimes even requesting versions that were even more OP. xD
Being OP means being powerful and being powerful is fun! The only games that suffer from OP builds are multiplayer competetive games.
I can relate. xD
My most successful mod is a cheat editor mod.