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Also, you're forgetting to mention that air is one of the magic types with the less spells in the game. That part, as well as that of air sites, may be due to a relative lack of inspiration from Illwinter, maybe?
As for the fact that air boosters are hard to get and temporary air gems inexistant, it MAY be due to the fact that high air magic is sometimes considered as one of the most powerful battle magics.
Still, there exists some mods that try to solve this problem for people like you that want more temporary gems generators :p I don't know if they have been ported to dom 5 yet though.
As for your other question, it probably is a spell singing problem, yea.
That exactly why I wrote this.
Now all elements (not all magic schools, but elemental schools - fire & water & earth & air) but air have own source of temporary gems.
Some have easy, some have hard (like earth that require multi-path) - but have.
To make clear - are "normal" spellcasters able to cast 100% cast time spells assaulting forts before fort defenders shots will hit your units?
Nations that can easily forge bloodstones without relying on empowering or their pretender: Hinnom, Berythos.
Nations that have a slight chance of being able to forge blood stones without empowering or their pretender:
EA pan (1 in 60 pans), MA pan (1 in 30 pandemoniacs).
Nations that can make clams with recruitable mages and have some astral:
EA arco, EA maverni, EA sauromatia, EA tien chi, EA c'tis, EA niefelheim, EA Kailasa, EA r'lyeh, EA pelagia
MA tien chi, MA c'tis, MA jotunheim, MA bandar log, MA uruk, MA r'lyeh, MA pelagia, MA ys
LA arcoscephale, LA pythium, LA mictlan, LA tien chi, LA jomon, LA utgård, LA patala, LA r'lyeh,
Air boosting spell require :
* cast A4 spell
* cast some global spells
* forge staff of storms (AFAIK - A5 and 40 gems).
Not easy at all too (sure a bit better then water, but still - hard to use in early/mid game).
But please take a note - I don't complain on magic schools balance at all. And don't complain about air booster be expensive too!
I used boosters only as example that overall items that help/boost air magic are expensive and not quite easy to get in mass.
And I just ask why no way to get some temporary air gems exist now - after devs added temporary earth gem.
Sure, if air magic count as that powerfull - this item could be C8 unique (like one of temp fire gems item) or require tons of gems + hard to get magic school combo.
But it should be here - or it's simply no logic in magic items now.
UPD.
Try to describe my initial thoughts more precisely.
Why I started that topic - because air magic mass buffs add unnecessary micro-management in SP (track gems).
For all other elemental schools (and nature too) I can forge some kind of temp gem generator, gear my buffers, script them - and completely ignore micro them. Even if that will be sub-optimal usage of gems.
Air magic don't allow me to remove micro for buffers even in late-game.
Sure, MP balance is important - but devs always can make such generator too expensive and unable to push MP balance a lot.
Before Dom5 it could be seen as design feature - elemental magic working with more robust substances (air & earth) don't have easy way to fuel itself. Now that's aren't answer.
It's mostly question of usability.
In Dom3 I thought it was neat that Blood didn't get a gemgen global whilst the other paths did - of course this makes sense as Blood economies ramp up towards the end game through virtue of their base mechanic, whereas other paths instead have a global they can invest in at high research levels. How asymmetric and cool! Then along comes Dom4 with Blood Vortex...
In Dom4 I initially thought it was odd that Limp or even Crippled slowed you in combat but not on the campaign map, until I realised how annoying it would be to have to ferret out all your limping and crippled units and commanders after every battle to keep your army at top speed. This must have already been considered and gameplay trumped absolute realism! Then along comes Dom5 with the new movement penalties for these injuries...
So, I'd say that Air not getting a tempgem item is deliberate and related to the power of Air as a combat school and the associated difficulty of boosting it compared to other paths (conditional battle booster spell, expensive booster items), but then an Air tempgem item would probably come along in a patch... ;)
Anyway I wouldn't mind if there was some inefficient temporary air gem for single players. However, at least in Dom4 there used to be a relatively popular mod that did that. I'm pretty sure it's already converted to Dom5 also, or if it's not, it should be easy to convert.
I think the only path that's gotten a new temporary gem generator in dominions 5 is nature. I'd rather they didn't, but nature is a weak path and the item requires N3 making it take 7 or 8 battles to pay for itself.8
3/4 elemental paths (fire, water, earth) have temp gem generators, and 2/4 sorcery paths (astral, nature) have temp gem generators. It's not at all obvious that finishing off the elemental paths (air) should be higher priority than equalizing the sorcery paths (death, blood). Arguably, adding temp gems for air would just make the path imbalance WORSE.