mobs can't hit me.
Luckily the AI has quite the troubles with smaller groups of stronger armies, so having one Sovereign as the powerhouse, and optionally another hero with a dragon or two solves the problem. Also, there's no multi, and the AI doesn't seem to care about disabling your source of deathly powers.
I have not played Resoln in a while. I think magic resistance would have made more sense, but I will certainly give them a try.
Fighting Resoln is very annoying now. Guess this is an "indirect" buff to accuracy skills
Ha, good point.
I'm slightly more impressed by my dodgers. I had a few actually survive a couple battles. Militia is still terrible understandeably - but my dodgey monks were very useful in terms of holding the battle. So I could have a 9v9 and against the AI you can easily block a few mobs with 1. Made it so I can have the melee and ranged champions move around the battle and take advantage.
i still play relatively magic lite, I'm always low on mana and there are so many low priority fights.
I'm they're slightly OP at the unit level, more at the sovereign level. I'm ok with that
Honestly I always thought accuracy was slightly set too high (base accuracy).And I think this bonus doesn't fit the way I think Resoln or Wraith should feel or play like.
Could have been cooler if Wraith's healed whenever a spell was cast in combat, or whenever they used an ability.
I usually prefer unique and interesting abilities rather than raw numbers in a faction.
Sincerely~ Kongdej
But... "wraith cloaks" should I think have something to do with wraiths... no?
Think of "dodge" as invisibility or the ethereal nature of a wraith (ghost). Does that help? Almost all strategy games with ghosts make it very difficult to hit the ghost.
I was about to post the same thing as Trojasmic. Wraiths are usually ethereal things so I think Dodge is fitting for wraiths. On the other hand the wraith implementation of Elemental looks like living things in flesh so they don't look very ethereal.
I'm fine with the existing implementation. 50% damage reduction or dodge makes sense for an ethereal being... dodge seems easier although also possibly prone to stacking. Still not against it though.
No offense to anyone, but I don't see how this is even slightly balanced. There's no need to research anything deep in the tech tree, just get to warg, a shield, and a brilliant sovereign with death for blindness. You basically just won the game because 90% of the units won't be able to hit you. My shadow blades (sword+shield warg riders with dodge traits and cloak of night) are virtually invincible without needing blindness... how is anyone finding this balanced?
If you want to make the wraiths ethereal, they should just make them resistant (20-30%?) to physical (cutting/blunt/pierce) damage, and maybe give them a slight vulnerability to elemental damages to make up for it. That way, you'd have a unique race that is resistant to normal damages and should be countered with mages/magic/magical weapons. The mechanic is already in the game, they just don't use it.
The linear dodge vs accuracy formula is rearing its ugly head.
Nothing can touch my resoln sovereign and I have not researched anything under military. But I am not really clear on how dodge has anything to do with this. My sovereign is holding a staff of souls, wearing adept robes and riding a horse (purchased from a neighbor).
Then again, the Gilden sovereign that I defeated can also solo most most battles, including most cities, typically getting only slightly scratched in the process.
Note that I am not saying that my game properly represents anyone else's game situations, but I feel that dodge is not all that unbalanced when compared with other mechanisms in the game.
Holy Hell! At first I didn't care too much. Then I realized: SUPERIOR BEARS COUNTER. Move over Capitar, this is probably the best race in the game now.
Probably the best thing about the change is that it is something to consider when designing units. If against Resoln (and you probably will be... Bloody Warmongers...) you'll need to pick up some accuracy traits or </spoiler>use axes<spoiler>.
That is a fairly late game scenario with a leveled up champion. You're talking about the strength that champions can gain once they have been trained. I'm talking about soloing orges and what not within 30 or so turn so that you can GET to that point way easier. There's a very big difference.
Dodge stacking wouldn't be so unbalanced IF the AI actually knows what to do against it (use skills/axes/stack accuracy), but as it is right now, in the player's hands it is extremely potent.
That indeed is a serious problem -- the AI does not have the ability to adapt to much of anything. It follows a recipe that works in some cases, but if you attack its weak points instead of its strengths it does not do well. (And of course anyone would have problems, but the AI seems particularly weak sometimes.)
However, it seems to me that if I were to follow the path you describe it would have delayed my reaching the state I described -- my sovereign's abilities were not only from leveling (though having a few levels certainly helps) -- key elements of my current state of affairs were because of how I have used my research and production. And I feel that this is a significant issue, because the AI was declaring war on me and assaulting my settlements long before I was ready.
Never!
Spears spears spears, and a bottle full of spears.
*****he might have been talking about Quendar*****i will try to find his post
I've not tried the new wraiths yet, but as it is said above, it seems that we've got a new strong (maybe OP) tactics: wraiths stacking dodge.
Where is the fun in having untouchable units?
If wraiths had a unique unit, that had that +20 doge (+stacks) I could understand it. A unique unit is submitted to economy management (let's say it requiere mana to build it, or something else) so it makes a special unit that requieres eco management. But if all units can stack the dodge so easily...again, where is the fun?
Now, I'm not sure if trying a game with them. Because if I start a game with them, is for stacking dodge...
You will still have to cast Blind vs that 90%. You're describing a great tactic vs big solo monsters, but that tactic is valid with every race. Blind gives 50 dodge, wraiths trait only 20.
If you can equip all your troops with shields and wargs and have a champ casting Blind on all opponents in every battle, I would say you have indeed won the game. Until that time, your opponents will miss ~25% of the time, while your troops will have less hitpoints than normal. Your shadow blades sound cool, probably about as 'OP' as Henchmen or Juggernauts...
Imho maximum to-hit (for both attacks and spells) and to-dodge (as well as to-resist) percentages should be capped at 95%.
Um... you DO realize that you don't need to cast it on EVERYTHING, right? You only use blind on the ones that offers the most threat. Most often that means it's one or two units per battle. Also, you don't start at 100 accuracy (you only get that at very late game with fortress bonuses), most of the time, you start at 75 acc. If you have someone who can get 30+ dodge easily, it means you miss over half the time instead of about 1/4 of the time. Finally: juggernauts are totally screwed against my shadowblades (can't kill what you can't hit, they have the min of 3% chance to hit), as for henchmens, this has been discussed many times, their stacking effect are extremely op. So I'm not sure if you want to be comparing. (Do note though that AI henchmens are virtually worthless).
You always have a 3% chance to hit, unless Derek (or the other boys) changed it.Its one of those hidden features
That's exactly what I said. And it's a great tactic.
Also, you don't start at 100 accuracy (you only get that at very late game with fortress bonuses), most of the time, you start at 75 acc.
That's why I said ~25% instead of 20.
Finally: juggernauts are totally screwed against my shadowblades (can't kill what you can't hit, they have the min of 3% chance to hit), as for henchmens, this has been discussed many times, their stacking effect are extremely op. So I'm not sure if you want to be comparing. (Do note though that AI henchmens are virtually worthless).
I tried to give you another compliment Human players can come up with all sorts of builds and strategies to defeat the AI. That's the fun of the game, isn't it?
Despite how you (maybe us both) try to make it look, it seems we mostly agree...except I love wraiths while you don't. Maybe I'm your evil twin
I don't think you understand how dodge vs accuracy works. When you have 30+ dodge, and your opponent has 75 accuracy, they have at best a 45% chance to hit (accuracy - dodge = hit chance). They don't have 25% chance to miss, they have a 55% chance to miss. This, by the way, is without any dodge traits or accessories. If you add in Lithe, suddenly you have 40+ dodge, and your opponent is down to 35% chance to hit. Toss in Balance or god forbid, Acrobat, and it becomes a dodge tank.
Take this build, for example:
Blood (20) + Warg (10) + Kite Shield (6) + Monk's Robe (5) + Lithe (10) + Balance (5) + Cloak of Night (10) = 66 dodge. Balance for ease of example, acrobat is usually prefered, 3rd trait = muscle for damage and weight capacity (an acrobat will go well into the 70s very easily).
Without Cloak of Night, and perhaps using a Round Shield instead of Kite for early game, you'd still get 54 dodge. Or 52 if you're talking about REALLY early game (with a Wood shield - although if you got warg, this probably won't be the case.) This is still more than enough, when combined with blind to take even the most accurate of units to 3% to hit.
By the way, your assumption that blindness strategy would work just as well without the dodge bonus, is ... well, rather off. Due to how dodge stacking works, the more dodge you can get, the more effective it becomes.
The 20 dodge at the end drastically changes how often an enemy will hit you. Take the above example, instead of 54 dodge, you'd have 34... an enemy that would have hit you 3% of the time, could be hitting you 23% of the time instead. That's roughly 8x the chance. Of course, that's a pretty extreme example, but I hope you understand. Certainly, 23% is still very good, which is precisely why it doesn't need the extra help to get to 3%.
Oh, and BTW: it's not that I don't like wraiths, it just feels completely cheap. Right now, playing Wraiths feels like playing Tarth or a custom super faction. Maybe I just like to have some challenge in my games *shrugs*.
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