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but it's not overpowered like global assault, it does not have those ridiculous side effects...
Sure, you can get rid of the main spell, but every unit that's gotten gold medals will keep them. That's not in line with what the other races' ultimate abilities do.
As for the elementals and such: yeah, that's helpful, but it's not THAT big a deal, since it only works on lesser elementals you had when you cast the spell. Any new units you summon won't get gold medals.
It does work with baby krakens and reed serpents from dwellings, though you'd need to build Mature Reed Serpents to get the King version. Baby serpents "only" become Mature. In both cases, they won't have gold medals. (Unless you cast Global Assault a second time.)
All in all, I think that the evolving units are a cool side effect of the spell, but the fact that the bonuses can't be dispelled in any way is a bit much. Still, I doubt it's going to be changed at this point.
It should work on class units only for it to be at least a bit more fair.
Also, is there a way to mod the descriptoin of a spell in the mod editor? I can't seem to find where to edit the texts
If i´m a theocrat, i´ll get gold rank on my support units way faster, can convert anything up to the warbreed with the exception of the berserker or the manticore
If i´m an Archdruid or a Sorceror i can position better units via summon right where i can cause the most damage. For a warlord damage to the economy are harder to take and in general catastropic.
If i´m a necro my units will be gold ranked faster so really no problem. A necro does takes a while to start snowballing, but shift from snowball to avalanche faster than the warlord.
If i´m a rogue simply charm units early game and shadow stalkers in the end.
The dreadnough indeed has an unfavorable matchup. I guess air mastery even the scale a bit thanks to the air elemental
I like theocrats and air mastery. What i do against warlords is mass produce crusaders/martyr combo backed by racial support, that´s cheap to sustain and easy to maintain at 100% health.
If i have two stacks consisting of 3xMartyr 3xCruzader 3xracial support 2xevangelist and one Shrine, the shrine can one shot a manticore.
I mean i consider a warlord will have a harder time deplying against the Theo armies. Abuse of strong will and fear strike crusaders (backed by martyr) is super cheap to pull off.
In the end it should come down to a race
Stunning storm sisters are also not extremely good, Warlords lack boosts for support units and Storm Sisters are relatively expensive in the Warlord arsenal compared to stuff like High Elf Mounted Archers (which are way faster and more damaging) that gain cost benefits from Training Regimen. Sorcerers are better at the stunning supports game, they can also phase their supports and get their stunning way earlier in the game.
Apart from disjunction not removing all of the benefits of Global Assault I think Global Assault is the weakest class ultimate of them all. Elite Manticores are tough but they're hardly unbeatable, they still suffer from the same weaknesses that all Manticore riders suffer from. No ranged attacks (which is quite unique on a T4, only Giants and Krakens share that), vulnerable to being restricted in movement with stuff like Slayer's Doubt and webs, a lack of useful resistances (most T4 units have at least one or two immunities), and overly reliant on physical damage, so incorporeals are difficult to get past for them.
By the time you cast a T4/endgame spell you should have already won the game really.
Unless you're playing on massive maps with similar skilled opponents ... if you managed to cast an Endgame spell you should be in a game winning position or close to it. Besides, almost every Endgame spell is OP; they just can be mitigated easily compared to Global Assault; where you can't really mitigate it.
I get that the warlord has a weaker early game and economy, but the end game is just crazy, i think only the necromancer can actually beat an endgame warlord just because they will benefit from all of those elite ghouls. Also those elite units are almost immune to entangling because of super high defense, so goodbye archdruid. They're also pretty high in resistance so also goodbye sorcerer.
And yes other units can reach 65 critical hits but you need buffs and debuffs to reach that value, for warlord, manticores, phalanx and warbreed can all get those hits very easily. It's really crazy
Okay...
1. You can't "build Mature Serpents right away". Unless you have the Naga Dwelling and have built it up or you randomly got a Baby Reed and worked it up normally.
2. Dragons, Giants etc. are all Dwelling Units. What are the chances of you having access to all those at once or even one of them and have they fielded in "good numbers".
3. Dwellings usually don't get Magic City Upgrades, therefore a City with 1 or more Magic City Upgrades will, arugably, field better units than a Dwelling.
4. Dwelling Units are powerful but they aren't nearly as bad as some T4s and T3 combinations. Even if a Warlord gets those and they're Elites, you could have "Normal" ones too. Mix those in with your own T4s or T3s and play "smart" and you can counter his Elite Dwellings.
If you "get" that Warlord has weaker early and economy ... then you wouldn't really be complaining. Having a weak economy naturally is a significant weakness, follow that up with a weak-average Early Game and you should be in an unstable position for quite a while. Your opponents can easily abuse your weakness to get a leg up and begin snowballing you, unless you are more skilled than they are or you took advantage of a mistake they made.
"I think only the Necromancer can beat an endgame Warlord" seriously? Sorcerer with Age of Magic on can mass summon Phantom Warriors and use them to soft-counter Manticores since Manties basically only deal Phys Damage. Throw in a few key spells here and there while mixing your Phantoms with other soft-counters, like Spearmen, and Manties shouldn't be an issue; Combat-wise. The major problem with Manties is their Mobility on the Strategic Map as well as the Tactical one. That's why, Tactically, things like Throw Curse or Slayer's Doubt are huge; even if they fail they reduce their MP.
I mean, I could do 5 more paragraphs lightly covering ways to deal with Manties; even if they are Elites. Though I'm sure someone will do it more eloquently and candid than I. "B-but what about all his Dwelling creatures and Manties!?", well if you allowed a Warlord to get armies of Manticores and high tier Dwelling creatures ... you weren't doing a good job keeping him in check now were you? I mean, it's one thing if you were doing a Large FFA map with 3+ people. Then I could understand how one Warlord could start running away with the game; but so could anyone if left uncontested or only fighting less killed people. If it's a 1v1 situation ... then you were either outplayed by a superior opponent or you don't know the counters to Warlord.