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This I disagree with for two reasons. The first is that you think failing to kill Ermor means you lose. I disagree, I think you greatly underestimate how much gamestates change, and furthermore I'd like to point out that while Ermor won a third of all dom4 games it was in and that's a vwry high win rate, it's still far less than automatically winning every game. The other thing I disagree with is that a losing game isn't worth playing through. Even if you can predict that you'll probably lose, that doesn't mean you'll definitely lose. The struggle to lose as little as possible is fun in its own right, and is a good way to learn more about the game as well.
But personally, I think this issue is incidental to whether popkill nations offer enjoyment in multiplayer. It's a larger problem where the game has counters for almost anything - but not population loss. All combat spells can be scripted around. All rituals can be dispelled. All armies have their counters. Super combatants can be killed by thugs. Thugs can be killed by counter thugs. Flying units can be forced to the ground. Ethereal and mist form units can be hurt by magic. But a spell or popkill dominion that kills people? Can't do anything about it. Tough.
That's the central flaw that I think a lot of people are observing, and it's made worse by the fact that unless you have a strong growth scale, even 1,000 population dying in your production provinces is a huge deal, and the spells that kill thousands of population each turn are CHEAP.
Thats why you see Ermor banned in maybe around 50% of newbie MP games but only in maybe 10% of veteran MP games.
Next thing on the list will be : Ban all blood nations
Then: Ban Underwater nations
Then: Ban communion nations.
Then: Forbid early rush
In the end we have like 6 nations left per Era and a much simplified game.
Dominions, though, is all about diversity!
First of all:
The enjoyment of playing a domkill nations yourself(!) in MP(or SP) should not be forgotten.
There are always 2 sides of the coin.
Personally I enjoy a ton playing them from time to time.
Second, the counter for pop loss is a strong dominion and many priests preaching and/or blood sacrifice.
Yes, there still will be quite some provinces near to Ermor capital that will have 0 pop.
No, its more often than not the mistake of the opposing player that did chose too low dominion strength at pretender desgin.
If you start with like 3-5 dominion strength in a game where Ermor is allowed you are basically suiciding yourself if you meet Ermor early.
There are rather simple countermeasures that solve most of the "non-enjoyment" of MP battles vs domkill-nations.
The problem is: instead of trying to get better with the game some people prefer to simply ban a complicated mechanic.
If they aren't and people still accept them even though they can be hard to deal with and frustrating to play against, maybe there is something inherently wrong with popkill.
And for the comments with meaning like "oh but you can solve it, you can install a mod/ban them, let the rest of us enjoy the game the way it is", thank you, I know you want good to me, but again, my problem is not really MY problem, I can solve it, but I think Dominions as a game would profit from it if the players themselves wouldn't cut out large and fun content from the game because of the frustration it causes.
The other problem with the "you can solve it on your part" is how many people does this affect? If 80% of people don't like to play against popkill, then perhaps it is not the 80% who should use a mod, but the game should be that way where empty provinces can be still useful somehow. Because, you know, Dominions as a game would profit from it.
That is a fallacy called slippery slope. Are blood nations banned from a lot of MP games?
https://en.wikipedia.org/wiki/Slippery_slope
"The problem is: instead of trying to get better with the game some people prefer to simply ban a complicated mechanic."
Now I don't play Dom MP, but I played a lot of MP games in the past, I was diamond in SC2 for example (top 10%). And I know that if a specific strategy, though it CAN be countered, requires very specific steps from the first second of the game (in this case even while you are making your pretender), then that strategy is broken, no matter if it can be countered. It just dominates the game too strongly.
This was the case with the 150 cost spawning pool in Starcraft 1, it made 4pool zerg rushes incredibly effective. 4pooling was balanced in a sense that it didn't was that much present in high level play, it was possible to counter it by doing very specific steps, and it didn't have a super high winrate.
The problem was, the mere possibility of 4pooling dominated the first few minutes of the game just too strongly, supressing any other tactics, ultimately making the game LESS rich, so the cost was increased by devs and 4pooling stupped being that dominant. Other kind of early rushes were still possible (6pooling, yeah), but since these did not require thouse very specific defensive measures, just general defense, they weren't as loathed, even though they were just as deadly.
Again, I am stating that I do not want to go against the will of many. If people find this fun, then it is me who should adapt. But the least I can do is to voice my concerns.
Neither Blight or Rain of Toads are remotely OP, I never saw anybody claiming to ban or nerf those. If anything blight feels a bit expensive. Your ideas what is banned, annoying and hated by the community seem to be completely different from mine. I assume one of us is using faulty data.
Starcraft is a terrible game to compare to Dominions. SC is all about speed and razor sharp balance, Dom thrives on options and choice to counter poor balance. That's comparing a Michael Bay blockbuster movie to a black and white arthouse film.
I can tell you from own MP experience though for sure, that to me its much harder to deal with a blood nation in mid/late game when I am not strong in blood myself than to deal with popkill.
The thing with popkill is: its the hardest to deal early to early/mid game...afterwards popkill nations have a hard time unless able to cast decisive spells like burden of time.
This is because nations like Ermor dont have many options later on in a game apart from overwhelming by numbers whereas most other nations in the hands of good players can grow very strong in later stages, unless it was willingly designed as rush strat nation,
I will never forget a game where i was neigbour with non aggression pact to strong player in LA that apparently was going for dominion victory, a pretty rare thing.
He did probably chose starting dominion 10 and after initial expansion stage he was turtling strong, building castles in every single province, started blood hunting and then was blood sacrificing with level 3 blood priests in each and every province. That caught me pretty much off guard and after losing like 30-40 candles each turn to his dominion i was almost out of the game...i was forced to build temples and not dozens, but actually hundreds(!) priests to counter him. Much more scary than popkill from Ermor, I can assure you!
But most popkill nations right now dont even have a good early game, with MA/LA Ermor being one of the exceptions. This does make popkill nations rather weak actually
So , the truth in my opinion is, that most people that ban Ermor from MP, are people that struggle to counter it in early game not realizing that in later stages of the game other nations can be of much higher danger...because they simply didnt make it to later stages in MP games yet.
Furthermore, having played Ermor myself in MP, i can guarantee you:
All other people will form alliances and gang up on you.
Its a fun experience but vs decent players a victory is very hard to accomplish!
Also, as mentioned before, I highly doubt that like 80% of the player base hate popkill.
Actually I believe your opinion is clearly the minority opinion.
Its just that you see Ermor banned in many newbie/intermediate game because these players want a more casual game for a start. Once they have played casual games and gained experience they usually start participating in more competetive games, where Ermor usually is allowed.
Ermor is one of the nations that always have been there in the dominions series, always with domkill effect. I can tell you also from my own experience, that in Dom 2 , it was much harder to deal with Ermor when played by good player. I renember the dreaded Vampire Queen pretender castle spam strat...later on they nerfed the vampire queen and even later on they didnt allow the vamp queen at all for ermor.
You are essentially voting to change one of the most important things that make out dominions as a whole, just because you dont like it....yet(!!!!!).
Much better solution is to stay with mods or just leave Ermor out in your SP games or only play in MP games without domkill.
Also,there is a huge difference regarding domkill between the different Eras.
It seems to me that your preferred Era should be EA...thematic wise a prospering Era.
Whereas LA is an destructive Era...probably not for your liking too much.
You should know that the different Eras have not always been there in Dominions.
They came up with this (great) idea exactly to make Dominions suit for everyone`s taste!
I'm not a fan on this change personally, spamming these spells was the main reason they got used and I can't see something like Hurricane getting much use if it can't be stacked.
One of the things that hasn't been mentioned about Popkill nations is that they are one way to emphasise the importance of your Dominion score. There have been a few changes that have reduced the importance of having a high Dominion (Dom spread change in Dom4, removal of inherent Awe for Dom9/10 in Dom5), but as long as there is a nation in the game that has a destructive Dominion you will have an incentive not to drop your Dominion too low.