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Its decent on MA Agartha, because while it would be inferior to Regeneration as is the case on all other tanky sacreds, the MA Agartha statues cannot benefit for Regeneration anymore.
Making comm slaves last a bit longer is nice, but not worth the price, and not worth sometimes nerfing your sacreds (The best thing to do if Enlarge is your only Mictlan bless for instance is to kill your god, as not being Enlarged will make your sacreds better.)
Its so easy to get magic weapons for just 2 points non-incarnate and its a hard counter .
Also, stygian skin is not much weaker for initial expansion, but way less expensive.
I think there a quite a bunch of underpowered or useless blesses , I am not sure though if I would call others overpowered right now. I would leave Blood Surge where it is, maybe make Magic weapons cost slightly more.
I dont think all death blesses are underpowered btw, I like Withering weapons, undying and stygian skin to stay where they are point wise. They are all situational useful.
Only partly. If you take a magical weapon bless, you nullify ethereal for attacks from your blessed sacreds, but your national troops are still nigh-useless against the other guy's sacred troops, and so is skelly spam and many summons (like trolls and water elementals). And ethereal still lets sacreds move through walls.
Astral-10 + Magic-3 is a high price to pay for ethereal, but you get the benefits of ethereality (nigh-immunity to regular weapons, ignoring walls) and magic-3 (faster, more cost-effective research which saves you money on forts and mages).
Larger feels like it needs bigger bonuses. Most size 3 units have 15 or 16 strength, 5 or 6 more than a normal human, but larger is stuck at +3. And it will only give 3-4 HP to most human sized units while most size 3 units have 8+ HP over a human. Similar things can be said for going from size 3 to size 4, or from 4 to 5. Unless the extra size itself somehow becomes more of a benefit rather than a detriment (fewer attacks per square) it will remain very niche.
I think the waterbreathing bless should be fixed as part of a larger patch that makes travelling between land and sea easier. Like, greater gift of water breathing which lets land units under water without penalty, and similar but not exactly mirrored airbreathing items for UW nations. These would be higher tier items but they would exist so that wars between UW and land nations wouldn't stall out forever. Waterbreathing bless would just grant true amphibean and give early access to the sea, and perhaps there'd be an airbreathing bless too.
Enlarge is good for others too. It's the only bless that can increse reach. The extra map speed can push certain sacreds to useful map move thresholds. You mentioned its interactions with trample. Extra health/strength is never wasted.
Blood Surge though...the moment I see somebody with Blood Surge in multiplayer I know it's the easy pickings. It's a bless that shines in all the easy battles, and fizzles out the moment you face real opposition.
Bloodsurge on the other hand gives 3 extra strength and attack skill and 1 point of defence skill and reinvigoration for 3 turns after succesful kill. The attack skill and strength alone are much bigger bonuses than one would get for picking strength or attack skill bless effects.
The blood suge is also so cheap that it is easy to get it to fit in in addition to many stronger bless effects.
For comparison, a nation that picks bloodsurge will be able to pick another 5 path requirement bless compared to a nation that took enlarge bless + 1 of the 1req nature blesses.
Magic 3 by itself is excellent, so it doesn't add to the cost of ethereal.
As for ethereal itself, as wilson said it has plenty of applications, but is also expensive and counterable by the much cheaper magic weapons (and they excel against other threats like stygian/invulnerability/mistform). The present gap in Astral cost between Magic Weapons and Ethereal may be 1 dot too wide.
Firstly, I'm not comparing Blood Surge to Enlarge, I have no idea how you managed to construe my posts that way.
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Blood Surge is a decent bless, but it is nevertheless overrated as "the best thing evah" and novices everywhere take it when they really shouldn't and (if in MP) suffer for it.
On the Pretender side, there are two situations: we're taking high Blood Pretender anyway, at which point Blood Surge is compared to other Blood blesses only and looks even better (although, as some have realized, there are other good choices be it plain Strength); or we're specifically investing in Blood just for Surge, at which point it has to be compared to the great options in the other paths.
Battle-wise, there are two situations again. First one is the "mop up" when we want to lose as little as possible of the capability of our force. If that's the case there are better blesses of protection/resistance/regeneration flavors, but even pure attack/strength/defense might do better on account that they are active all the time.
The other situation is a real battle against a competent opponent, and I have absolutely wrecked each and every Blood Surge opponent I've met in MP. Moreover, none of my opponents who did well and put a worthy fight had Blood Surge, presumably because they had the chops to see its failings too. It is what it is.
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Enlarge is not a good bless. Setting aside it's weird Nature isn't the leading path and looking only at the math, most sacreds won't be served well by it.
What's interesting is there are some fringe cases (and maybe a few more will be discovered) in which Enlarge becomes decent. I think you're a bit confused to think all sacreds care about things like harrassment penalties, and completely miss how potent repel is. You also underestimate pure Strength bonuses, map mobility in MP (not SP), or even the effect of 30% larger health pools for survival, or mitigating the odds for stun and affliction.
For a nation with purely sacred communion slave mages, +HP is strictly better as well.
By this point I'd argue that the edge cases (outside of new nations popping up ofc) are pretty well known; sacred tramplers, and sacred size 4+ units that cannot benefit from regeneration.
That's just not true. Magic 3 is a situationally good scale not every nation wants to take. Many bless nations might want to actually take some drain instead, especially in quicker games. The extra points you spend on Magic 3 can also lock you out of having more holy points early game or force you to take more turmoil/sloth such that your production of sacreds is incredibly stymied compared to taking Quickness. It's not a cost if you were already planning on Magic 3, but that isn't relevant unless you're seeing bless nations in general grabbing Magic 3 while taking other blesses.
That's insanely niche. How many poor amphibian sacreds are there? I'd rather see poor-amphibian-when-non-incarnate-amphibian-when-in-the-world, but we don't have blesses that vary by pretender incarnation.
More generally, and in line with the OP, it seems off that all incarnate blesses are medium-to-high-cost. It's a design decision, I know, but having some blesses that are lower-priced but require incarnation seems like it would not be unreasonable to allow some more tradeoffs. It's harder to justify high-priced non-incarnate ones, though...
As for having lower-priced but incarnate blesses, what kind of bless are you thinking about?
Also such a bless sounds like it would be an obvious choice for awake expanders, especially if it's the kind of bless that's actually useful to the pretender.
EDIT: What I'm implying is that unless you want such a bless to be too good, it should perhaps not benefit pretenders likely to be awake much.
Enlarge seems like a good candidate for helps-troops-but-not-pretender. Chaos/order/magic/etc. rec bonuses could work, I suppose. Skirmisher or formation fighter would probably work too, but that'd be really odd to make incarnate-only. If it's just helping commanders, it seems less bizaire to give "whatever" to them, since the commanders are more closely tied to the would-be diety.