Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
The mammoth itself might also get start with cooldown on the AoE freeze skill.
Don't know what else they could change without ruining the culture. The animist is clearly the star of their unit roster. The other units are unremarkable.
Sand snake still can delete a unit if it's summoned behind it, and guaranteed blind is very useful.
I second that. There are just huge power gaps between the summons and this is the main issue. The Mammoth is by far the strongest summon, while the Crow is the weakest one.
That said, he also kind of broke the unit with having a build revolve completely around it. So while his Animists are now a force of nature (pun intended) when fighting neutrals, they should be in serious trouble when encountering other factions. They can't replace higher tier troops after all, especially when eating 2 chain lightnings a turn.
If animist summon would start on 3 turns cooldown it would be just worthless unit. Because majority of battles already half resolved on turn 3 (especially because you summon animals at turn 2). Without this summon you could only use 1 animist to boost your hero and that’s all.
However yeah I also dislike animal balancing. Mammoth great, Mire Crocodile great, Sabertooth good, Wolf kinda okay, Serpent weak(Why physical damage? Enemy has so much defence that physical damage becomes obsolete very fast) and Crow is just bad.
- It's an unofficial Battlemage type unit right off the bat, so it doesn't work well with full Animist stacks Primal Summon spamming, due to its attack being ranged only. All other summons have melee attacks so they can get up front and personal and still do damage and with proper tanky AI.
- Again they can't really tank for the Animists because of the above and and they have the lowest HP at 70 with 3 Armour and 1 Resistance only. Mammoth has 90, but second lowest defence at 3 Armour/2 Resist (but makes up for it with HP/CC Freeze). Everything else is 80 HP, 4 Armour and 2 Resist.
- The Primal Crow arguable has the least damage potential out of all of them. It's damage like others doesn't really scale over time with your faction/enchantments( just buffs), and it starts with the lowest base damage out of all of them at 8 Lightning x3 (so 4 AoE damage x3 attacks). It also has no base chance to apply Electrified. The Mammoth does massive damage, and AoE damage on cooldown, AND has a chance to freeze/slow the best CC elemental condition in the game. :p :P
They need to buff crow damage at the very least. Probably base 12-16 lightning damage, 50% as AoE rather than 8 base, 50% damage as AoE AoE. Or make it it like 20-24ish damage, single attack with 50% of damage as AoE.
All that said, the playstyle of a Crow faction is usually super heavy Mana draining builds with lots of summons due to the mana bonus per province. You're usually able to easily sustain very high mana upkeep/units with massive damage output. So the Animist summon spam isn't as viable or needed compared to other things you could be doing even at early turns. For example in my Mistling build it was basically game over once I started pumping those out by the third tome unlocked. Once I had amplified arrows it was really game over with 6 Fey Trick hits per turn doing like 80-100+ damage + AoEs from Primal boon + Random negatvie effects mid game. The crows did work ok for finishing off the crumbs left by Mistlings though and were great for midline damage sponges in between teleporting Mistlings and my Animists.
Mammoth is definitely the MVP of Primal summons for protecting your Animist line with high HP, high damage and freezes. I like animists summon spam for Croc on my Naga build (haven't tried Mammoth yet). In the latter case I found myself making armies of 1 support Leader with Spiritual Healing and 5 Animists to start combat with 2-6 spirit crocs depending on army stacks. For Astral Nagas this worked pretty well because my animists were pretty good damage dealers with the Amplification Tome. They just needed "filler" while buffing/healing that filler (crocs) to high heaven exploiting Staves of Mending, Fey, Warding.
For the primal culture itself, I think there should be a balance pass to make them a bit more equal to one another. Maybe wait another month to see how players use them.
But I think most would agree Mammoth is the best because it provides an AoE freezing stomp, and snowy provinces work extremely well with the cryomancy special province improvement.
The stormcrow is the weakest summon but mana is a very valuable resource and allows you to play summon heavy builds more easily.
Edit: Also when going Materium. Tome of Transmutation has a city spell that lets you convert a city's mana income(let us say 200) into 75% Food, Gold and Production(so +150 in each in this case). That is pretty insane.
Ancestral Wardens are a fantastic frontline, and I actually rarely use my Animists as summoners, but rather as your typical support(meaning I rarely cast the heal on the Animist). If I then think I need more bodies on the field, getting a ranged summon on turn 3 or 4 that almost always has Frenzy is not such a bad deal(great for clean up), plus the AI loves to engage such a target.
It may also be that a lot of this is just due to the AI being dumb. E.g., a human would recognize that the real threat is the animists, so usually wouldn't waste firepower on mammoths that would expire soon anyway. Even after stacking survivability tricks (phasing, extra HP from mount + hardy, elusive getaways, some boosts from tomes), I'm not sure animists could survive a sustained attempt to really hunt them down, especially if it is backed with spell-casting. So it may be that this is just an "issue" for single-player, and there's no real reason to nerf away the opportunity for some single-players to have fun roflstomping an oblivious AI.
Assuming this isn't a terrible problem for multi-player balance, I can see a good argument for leaving it as is. This gives players another fun way to replay the game, one that's totally different from more "standard" approaches. Opening up a greater diversity of possible approaches is surely a good thing for the game's longevity.
The mammoth is the driving reason why the summons need to come in with just 1ap. Maybe make the summon spell 1ap as well to balance it out a bit so at least it's easier on the caster, like the Wildspeaker's summon.
Actually, it's kinda sad how bad the animist makes the Wildspeaker look.
Except that he does not. The Wildspeaker summon costs only 1 AP, making it an extremely flexible summon that you can do on demand wherever you need. It also doesn't need any "set up" whatsoever.
Maybe the Animist scales better if you build your race and army around massing him, but out of the gate, the Wildspeaker is better, since he is mounted by default, has a flat upkeep reduction for animals in the entire stack and can conveniently also buff animals. Killing momentum and 20% more dmg on a charger is simply brutal. And he has this package without any extra input needed in the race creation screen. The gap widens even more, if you get them as supports through rally or random drops/events while playing other cultures. While the Animist is nearly disband tier bad, the Wildspeaker still has a lot of value and remains a good addition as long as you have at least one animal in the stack.