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Dom6 manual: Pg 69 "No unit can have more than 200
fatigue – each 25 fatigue points inflicted once a unit has
reached 200 inflicts 1 point of hit point damage. If fewer
than 25 fatigue points are inflicted, the chance of taking 1
hit point of damage is (the number of fatigue points inflicted
x 4)% except that a single fatigue point will never result in
any damage."
It's 8 points of damage, my dude, or maybe 9 if you get a bad roll because it's more than 400 fatigue because you add encumbrance. Not a fatal hit to a human commander that might have 10-15 HPs, but if the enemy is using literally anything damaging the battlefield, I'd expect that mage is not surviving the battle. That's a big enough hit that stray arrows are taking your guy out.
I'm beginning to think that if you saw a properly executed Master Enslave strategy where the spell is costing a base 9 gems before buffs as I described in my last post, you'd be back on the forums demanding it be nerfed.
I mean, it's clear YOUR strategy for casting Master Enslave is terrible. Your idea to spend hundreds of gems per battle to cast 16 Master Enslaves with 44 capital-only quality mages is the the kind of move that ends one's game. One or two gemburn attacks at that gem use rate and then someone is cleaning up your army for cheap.
But I'll just add one last thing, for informational purposes. A gemburn tactic is where you send just big enough of an army to provoke the game AI to use gems so that the enemy uses up their gems for their big scripted battle spells. So the efficiency is to get people to blow large numbers of gems on battles against like 25 enemy units and a few mages, so when the actual big battle comes they don't have gems any more.
That's not a tactic one can be immune to, my friend. It's wild that you keep saying that. You can keep lots of gems on your mages in the hopes of still having enough gems for a big battle, but the burning of those gems is completely out of your control because if you scripted the gem use, the game AI executes it, and at some definite point you run out of gems or the ability to resupply.
It also says that mages can use as many gems as they have paths, and that gems can be used to reduce fatigue.
It does not state that the only way gems can be used to reduce fatigue is to increase the mage's paths. At best, this could be inferred. I hold this is not a well-written part of the manual, though it's better than examples where Dominions just straight up doesn't tell you how something works at all.
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Edit: by the time people are casting legion's demise, it's reasonable to expect a piece of armor (for hp buffer and such) and regen on the side casting level 9 magic, so unless the mage casting it inflicts himself with feebleminded upon doing so, legion's demise will stay up through things like stray arrows easily. If you want to kill that mage, you'll have to use something a bit more impactful...and it better hit fast.
I normally detest ad personam arguments, but every other sentence you write reinforces my opinion that you never ever won (or even played) a single proper mp game.
Why? Well, you show an erroneous understanding of basic game mechanics every other sentence you write. You reference the manual (which everyone who is active in the community knows is an unreliable source of information) as well as random youtube series an awful lot. Your actual experience with the game? You don't talk about that at all. You see... you are theorycrafting and talking hypotheticals. Me? I'm talking from experience.
I have played.. I don't remotely have an idea how many games actually, Assuming standard 4 concurrent with each lasting 2.5 months on average and how rarely I ever get knocked out early and that I played much more than 4 concurrent in early dom 5, I must have played almost 200 classical, 24h-48h turn timer games, by now? Not counting blitzes, duels etc.
My aggregate winrate is ~5 times the player count average, aka 40% in 12 player games and thats only counting intermediate and advanced lobbies. Its more in all-skill ones and more still if I don't count modded games or those where I played meme builds for fun. Then there's obviously a clear upward trend over the years. Though I did win the first mp game I ever played. And the second. And the third.
By now? I win games more often than I lose them. As far as dominions is concerned, I'm one of the relatively few people who can say that they've seen it all and done it all. You, sir, are wrong - and you lack the experience to understand why. Good day.
Yikes, my dude, you LOVE ad personem arguments and have been using them constantly. Go back to your own posts in this thread and learn that about yourself.
One of the ways to know someone has no good arguments and they know they've lost is when they start personal attacks and calling on argumentum ab auctoritate (argument from authority).
Considering that some settings nearly force the game to last long enough for level 9 magic, balancing it would be helpful.
Or I guess you could go the other direction and make it provide a decisive advantage that tends to end the game if it isn't already (aka instead of nerfing this spell, make lots of alternatives similarly powerful).
I've also found that wrap-around maps increase game length because players have trouble gaining decisive leads without being triple or quadruple-teamed and there are long stretches where people are doing diplomacy to figure who to tag-team next and no active wars are happening.
I been a supporter of spells that have more decisive effect, but in general that seems to not the fashion. I mean, I've seen communities basically accuse players of cheating when they cast the Armageddon version of Wish even though it was not a table flip move, but a move where their nation survived pretty handily and everyone else suffered.
If the game was set up so there are decisive spells throughout all the paths and schools, the house banlist I go with would get a lot bigger to remove all of them. I had enough games where I (or occasionally someone else) rushed for astral nexus and wish because they outclassed almost everything else as prov count per player got larger. Making a bunch of spells do the same thing results in the same problem of the game degenerating into a research rush, just having more paths to pick from, which warps the balance towards nations with good labrats (bandar log likes this, ma ermor does not) thereby making worse the issue of some nations being strong/weak.
I don't have an issue with spells being powerful, but not to the point where simply getting it operational is enough to win by itself - there is a difference between powerful and decisive. To actually win would need an accumulation of different things to make a solid build rather than just one spell to rule them all.
I think that's a very understandable position, but I like that this game in particular rewards so many play styles and tactical skill and how meaningful choices surpass single spells or units or nations.
For example, the game rewards players who have figured out a good early expansion tactic, and it rewards people who can handle the macro of pumping out research mages, so you can be a nation with bad labrats and good expansion and have research parity with a nation with bad expansion and good labrats because the first nation bought more mages with the income from their good expansion.
The big spells, whether they be globals or rituals or battle spells, form the basis of your strategy for your whole game. The nation with a plan to beeline to the spells for their strategy and an plan to use them immediately is taking advantage to what I'd say is a core design philosophy of the game. For example, let's say you beeline for a gemgen global and have a great national summons that uses that gem type; well, you just jumped ahead in the power curve and people who just researched willy-nilly are probably looking to you as a threat.
This does lead to a situation I'd call The Tyranny of Right Choices. Some nations ARE better on certain maps and game setups. Some nations ARE more powerful depending on their opponent choice. Some nations ARE pre-built for certain strategies and not executing those strategies leads to being weaker than you should be.
The Tyranny of Right Choices means that Arcane Nexus is very powerful on big maps and large games, and scales down as those things scale down. Legion's Demise is powerful if no one else can cast it and no one is fielding high MR armies that have strong offenses, and weak when someone fields army-crushing SCs instead of traditional armies or attacks armies indirectly to kill mages before sending in clean-up armies. Casting Armageddon with Wish is a terrible choice for a human-ish nation who is relying on good scales and high income as a core part of their strategy, and can be a great attack with a monster nation relying on gem armies as a main strategy.
Many spells are very specifically strategies you pick at nation generation. People don't just luck into casting Arcane Nexus. They specifically picked either a high Astral nation or started with an high Astral pretender with the goal of casting it at an opportune moment. Ban it, and then the reason to pick that pretender design or nation goes away.
It's a game of asymmetric choices, and it's brilliant because of that. Making things fair is a laudable goal, but making things more equal makes the game less asymmetric, and thus less brilliant.
Better send a Faerie Queen / Queen of Winter and some skelespammer / SC / etc for protection, and actually kill the whole army.
The tyranny of right choices does not apply for all level 9 spells, only a few of them. I admit, a number of level 9 spells are not worth it but that is a separate problem - an underpowered spell is probably less problematic than one so cranked that it warps the meta.
I am aware that banning spells reduces the reason to pick certain builds, but I believe that by banning certain ones, the reason to pick many builds that would otherwise not be considered due to the tyranny of right choices now suddenly appears, thus increasing the variety of genuinely viable options. But what if these spells were nerfed? Then they would no longer shrink the variety of viable options.
I am not of the position of making things the same (the factions being different is a big reason of why I play dominions), but rather of nerfing the most cranked options and buffing the things that are borderline never used viably. This in turn would increase the number of choices, and maybe even the asymmetry too.
All of this I combine to make a point that legions demise in its current state, by outclassing so much other magic and rendering nonviable so many armies that might oppose it, greatly shrinks the number of late game options to those who can use legions demise effectively and those who must find a way to win outside of battles. Maybe this is to some extent exaggerating but it seems to line up with what people previously found with iirc 20 mr tomb wyrms dying to it in 20 rounds, and few builds are capable of fielding chaff of such durability against it and would last far shorter amounts of time.
Well, everyone who reaches even the middle game needs to adapt their tactics to whatever is in play. If the enemy is using lots of Fire evocation, you need resistance in some way. If they have heavy armor troops, you need to start hitting harder or finding AP attacks. Etc, etc.
I think the thing about this conversation so frustrating is that it focuses on "how can I make my army immune to this tactic" and not "how do I adapt to this tactic?"
I mean, it's a battlefield spell that will quickly end most early and middle game armies and will grind down an endgame army in short order, and it also comes in the late endgame when you should have adapted to the needs of the late endgame.
It's pretty cheap to field, but is it more dangerous than most other battlefield spells being fielded in the late endgame? The tactics to defeat it are the same used to defeat most other battlefield spells.
You can still kill the caster or drive them off. That's a tactic that works especially well on drop units scripted to cast battlefield spells, and in the endgame your armies should be handling that kind of threat handily.
Big army vs army battles are still an issue, but both sides can use this tactic considering it's cheapness to field, and those battles usually have so many big spells dropping that battlefield spells aren't reliable anymore because the odds of your battlefield casters dying are unpredictable.
It's going to change the meta as well. Suddenly Fall Bears and Summer Lions and everything else I haven't seen in a while that happens to be Mindless becomes very useful. I ran a test game with no penetration boosters or Antimagic (so basically a wash as the basic +4 penetration from a Runesmasher + Eye of the Void cancels the +4 from Antimagic) and saw MR 9s with around 20 false damage at turn 10, MR 13s with around 10 at turn 10, and MR 17s with like 6 at turn 10. I'd check random crap I'd summoned and be reminded that units like Killer Mantis are mindless and I'd totally forgotten.
Honestly, I had trouble keeping the battles to 15 turns because the attrition on both sides was so intense from the summoned units I was fielding for the good MR and their three leader mages using endgame spells off script.
I think with Dominion 6 nerfing spells like Army of Gold, shorter and more intense battles will become the norm and Legion's Demise is less valuable when you don't expect turn 50 battles.