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Zgłoś problem z tłumaczeniem
There's been a lot of discussion lately in these forums about what nerfs mean in a single player game. Historically, I have been on the side against needless nerfs. Even with that in mind...this spell kills the challenge and fun of a match, and I don't consider "just don't use it" a valid counter argument for reasons I don't need to get into here.
All that said, the premise of the spell is still very cool and I think it would be nice if the community (and future commenters of this thread) focused their energy on brainstorming ways to make it fun and engaging, rather than arguing about the validity of nerfing it from a philosophical standpoint.
Edit: For my part, if we were to go the path of least resistance, I was thinking something similar to what they did with Flight. Have it last a handful of turns (or even only one), but have a large up front cost to tax the player's Mastery points if they wanted to keep it up. Edit on the edit: Then again, it seems like you'd run into the same problem described above about it being a win condition by another name, hm...
@Wuorg: I agree 100% with you.
For Ideas: Maybe it needs to get a cooldown so work for a week then one week cooldown or only affects 1 region at a time.
One region at a time is interesting. Or perhaps, one faction at a time?
What if it turned off *all* stacks, including your own, and didn't disable new ones from spawning. This way, it could be a way to get some breathing room and time to think--perhaps getting some more troops started building or crucial research done--but with the risk that things become overwhelming if you leave it on for too long.
Thats also interesting. I just hope the devs read this and change it somehow because OP is not (always) a problem in SinglePlayer but removing important game elements and fun is.
This is really what it boils down to for me, not really how overpowered it may or may not be. The spell just turns off a major portion of the game, instead of interacting with it in some interesting way.
Whatever shape a hypothetical reworked form of the spell takes, it needs to increase engagement with pre-existing mechanics, ideally opening up new possibilities through combination with other mechanics. This is basically how every spell (and indeed, every game mechanic) should work. Eternal Slumber is exciting at first when it becomes apparent how powerful it is, but that immediately wears off the moment you realize the game is over...
Balancing fun out of games is a thing.
Heaven forbid in a single player game anyone is rewarded for uncovering and utilizing effective strategies or tactics.
15 weeks and I've basically won the game on the hardest settings as Dreams/Dreams mage because first extra spell page is guaranteed to be Dreams 4. The combo is ridiculous with Dream Council spell which makes all mages friendly before you even meet them and you start with its page. I wasn't attacked at all.