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Meteor Arrows are similarly more powerful than most ranged enchantments(with no damage drawbacks), but also has a higher upkeep.
I think you mean "Incite Revolution", not "Incite Rebellion"(which is a siege project).
By the time your enemies can cast tier 3 spells(like Incite Revolution), you should already have spell jammers up and running. Several spells around that tier can destroy provinces or mess up your production in some way by altering the province.
And Astral Shattering does destroy population as well.
Keeper's Mark is a non-issue. The AI might not be able to deal with it effectively though.
Call forth Avatar is a tier 5 thing. It is a combat summon, so requires a spell cast, mana and casting points. If you intend to use it early and often in battle, you get a pretty big drain on your mana. It is strong, if you have a powerful ruler at a high level. But it still just a single unit summon.
Compare this potency to something like Tectonic Shatter, which deals upwards to 50 damage to all enemy units(more if you focus on magic damage), with a 60% base chance to also stun them.
Another devastating Spell is Awaken Instinct. Potentially your entire army gets healed(Gaia's Chosen) and a free turn.
Marching Winter is also secretly an OP spell with the right setup.
Thanks for the correction - yeah, I meant the world map spell, not the siege spell. ^^
Tectonic Shatter and the Gaia's Chosen combo I considered in fact to list them. But they are still doable and do not feel too much out of bounds for me personally. Plus, like Marching Winter, it needs a prepared setup, while the spells I have in mind are universally too good without dependancies. With the Spell jammer thing I am still not sure. Turning a forest into an army, or summon units and sneak them in to take those out, still leads to a strong province lost. But that can be situational good/bad as Tectonic Shatter which also feels superior when you are not prepared against it.
96,7 hours playtime, only 3 different crashes, all before the very first patch.
I suggest you avoid spamming meaningless posts which have nothing to do with the discussion to begin with.
For Amplified Arrows I believe it's actually just a visual bug. What actually happens based on experience is that they will continue firing at the empty ground and the arrows chain from there. Whether it should do this or not after a target dies is a separate question, but it should be noted that with Amplified Arrows, you can hold alt while firing to force shoot at the ground and it will bounce to the nearest enemy. This was the behavior for chaining attacks in Planetfall as well, giving you an effective +3 range on your attacks for less damage.
The issue I have with Keeper's Mark is that it affects disposable summons. It makes the summoned animals/zombies/living vines a far more potent roadblock than they should be. I'd say change them to not be affected and it would be balanced enough.
I have a new renewed appreciation for this spell because fighting a Keeper's Mark army is annoying :).