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SEs Need To Lose Their Resistance to AoE Damage

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  • saweendra#3399saweendra#3399 Registered Users Posts: 21,283
    I agree but this all need to come with way to shut down magic, right now magic have little to no counter play.

    #givemoreunitsforbrettonia, my bret dlc


  • sonofabhorashsonofabhorash Registered Users Posts: 221
    i agree, esp vortice spells should be much more punishing for the SE,guess thats the reason why nobody takes them competetively

    vortices with their unpredictablity are still pretty bad on their own. would be nice if i could give the vortice at least an initial direction and then make it random
  • Reym#7442Reym#7442 Registered Users Posts: 835
    I don't really want to see large aoe spells to be able to kill SE super well. It reminds me too much of WH1 last meta where one final transmutation would win you the game thanks to its ability to kill absolutly everything in one cast. Of course I know that no one here is asking for something that extreme but still if the magic play end up being about casting your big AoE like 3 times I don't see the fun in that. On vortices in may remain ok because the aoe is smaller and moves.

    I think spells who are actually supposed to kill SE got some of their damages turned into percentage damage based on the max HP of the unit.
    That way those spells would damage big SE while those with less hit points (mainly characters etc)
    wont get destroyed too hard. Aka Skrolk wont risk to get 3 shots by fireballs (like it did pre-nerf), vindictive glare killing in 2 shots mounted mages. At the same time maybe spirit leech will cease to be the most effective against cav (currently 1 SL=7 models killed) and start to be cast on big SE again while not becoming the universal lord snipe tool of early WH1.
    But is talking about what is appropriate to talk about in this thread appropriate to be talked about in this thread ?
  • turrehund#8512turrehund#8512 Registered Users Posts: 479
    By all accounts, it seems like CA intended for AoE spells to deal significant damage:

    https://youtu.be/SayXPGCLvfE

    Skip to 8:47 to see a Steam Tank and a Luminark get oneshotted by a Foot of Gork.

    It does seem hard to balance right, though, and giving large SEM multiple hit box mechanics could open up a horrible can of worms.

    Giving projectile spells (Shem's, Vindictive Glare etc) way more damage per missile in order to whoop SEM's just opens up for the awful Vindictive Glare lord-snipe meta that existed a while ago.
  • eumaies#1128eumaies#1128 Registered Users Posts: 9,681
    edited December 2020
    turrehund said:

    By all accounts, it seems like CA intended for AoE spells to deal significant damage:

    https://youtu.be/SayXPGCLvfE

    Skip to 8:47 to see a Steam Tank and a Luminark get oneshotted by a Foot of Gork.

    It does seem hard to balance right, though, and giving large SEM multiple hit box mechanics could open up a horrible can of worms.

    Giving projectile spells (Shem's, Vindictive Glare etc) way more damage per missile in order to whoop SEM's just opens up for the awful Vindictive Glare lord-snipe meta that existed a while ago.

    Yeah I mean the difference with vortex/area spells is they can generally be dodged (while vindictive glare not so much) and its easier to dodge with a single entity than multi entity.

    But I think this is a hit box design issue that is not easy for ca to fix.
    Post edited by eumaies#1128 on
  • Cadia101Cadia101 Registered Users Posts: 1,400
    I don’t argue that a AoE spells should do 3000 damages to a SE but it should do more than 50.

    A few hundred, like maybe between 400-600 could be better.

    Making AoE spells hurt SE enough that consider making them retreat could be a good thing or questioning if blobing is a good idea in a particular instance.
  • eumaies#1128eumaies#1128 Registered Users Posts: 9,681
    Cadia101 said:

    I don’t argue that a AoE spells should do 3000 damages to a SE but it should do more than 50.

    A few hundred, like maybe between 400-600 could be better.

    Making AoE spells hurt SE enough that consider making them retreat could be a good thing or questioning if blobing is a good idea in a particular instance.

    i think that's exactly the right goal, but i suspect it's hard for CA to actually pull that off in practice. Would love to be wrong.
  • ComradePeterComradePeter Registered Users Posts: 81
    But there is Spirit leech and arcane unforging. They do almost nothing to units with high modelcounts.
    I mean different spells are meant to be used on different Targets.

    Vortexes are not op, they are to unreliable in Mp.
    If they are, as you say op, explain why people bring burning head instead of Flamestorm?

    Singleplayer is not the gamemode to base spellbalance on. AI performance should never be the basis for balance changes.
  • TheShiroOfDaltonTheShiroOfDalton Registered Users Posts: 34,001

    But there is Spirit leech and arcane unforging. They do almost nothing to units with high modelcounts.
    I mean different spells are meant to be used on different Targets.

    Vortexes are not op, they are to unreliable in Mp.
    If they are, as you say op, explain why people bring burning head instead of Flamestorm?

    Singleplayer is not the gamemode to base spellbalance on. AI performance should never be the basis for balance changes.

    There are no spells that do high burst damage against SEs.

    And SP needs to be balanced too, no matter what anyone says. Stupid, degenerate tactics need to be discouraged or outright destroyed.
  • ComradePeterComradePeter Registered Users Posts: 81

    Send monster/character forward, watch AI blob, rain magic down, blob dies, monster/character unharmed.

    How's this justifiable? A monster or hero standing at ground zero of a Flamestorm or other AoE attacks should take tons of damage, not be ultra-resistant to. And now with the minimum casting range dumbing down Wurzzag can just Foot of Gork himself when push comes to shove and somehow come out just fine while all of his attackers get creamed.

    The BS resistance to AoE damage of SEs needs to be removed.

    there is Spirit leech and arcane unforging. They do almost nothing to units with high modelcounts.
    I mean different spells are meant to be used on different Targets.

    Vortexes are not op, they are to unreliable in Mp.
    If they are, as you say op, explain why people bring burning head instead of Flamestorm?
    Or why sprit leech and healing are so good?
    Or why they decided to nerf Seafang and Pendelum and Burning head, and left vortexes untouched?
    If as you say, vortexes are the problem?


    Noone ever uses vortexes, except Volkmars and Mazdamundis bound banishments.

    Singleplayer is not the gamemode to base spellbalance on. AI performance should never be the basis for balance changes. They are to easily exploited
  • TheShiroOfDaltonTheShiroOfDalton Registered Users Posts: 34,001
    Spirit Leech and Arcane Unforging don't do high burst damage. You need to keep applying them to actually have a noticeable effect.

    Also, you seem to have missed the point of the discussion. This is about SEs losing any and all immunity to AoE damage because nothing justified them having it.

    SP needs balance, period.
  • Disposable HeroDisposable Hero Registered Users Posts: 7,031
    Vortexes are used also in mp actually and can be powerful. Especially the ones with short duration of ~10s are pretty much fine, the main problem with many vortices is that when you overcast them you double their duration, which is for most part not useful and completely dictated by rng. If overcast added some other effect they would be more useful over all.
    Don't fear the knockdown. Control it. Embrace it. Love it! :smile:
  • ComradePeterComradePeter Registered Users Posts: 81
    edited December 2020

    Vortexes are used also in mp actually and can be powerful. Especially the ones with short duration of ~10s are pretty much fine, the main problem with many vortices is that when you overcast them you double their duration, which is for most part not useful and completely dictated by rng. If overcast added some other effect they would be more useful over all.

    Yeah i know. Sorry i made them up to be totally useless. Their unreliability seems to me be their achilles heel though, if you use it early in the fight vs a elite infantry unit. It has a pretty big chance of being mostly dodged. And when lines have clashed, using them is like playing russian roulette. Spagetti formations also do them no favours.

    Their reliability vs inf could be increased first, And after that their interaction with SEMs could be looked at.
    They cost a fair bit of mana too, so it is hard not to prefer using your mana on something more likely to justify you spending it.

  • Disposable HeroDisposable Hero Registered Users Posts: 7,031
    They are most useful cast in the ranged backline of the opponent, or early if he boxes.
    Don't fear the knockdown. Control it. Embrace it. Love it! :smile:
  • WojmirVonCarsteinWojmirVonCarstein Registered Users Posts: 1,598

    Send monster/character forward, watch AI blob, rain magic down, blob dies, monster/character unharmed.

    How's this justifiable? A monster or hero standing at ground zero of a Flamestorm or other AoE attacks should take tons of damage, not be ultra-resistant to. And now with the minimum casting range dumbing down Wurzzag can just Foot of Gork himself when push comes to shove and somehow come out just fine while all of his attackers get creamed.

    The BS resistance to AoE damage of SEs needs to be removed.

    My favourite is Tree kind and Treeman bathing in flamstorm and taking no damage.

    Meanwhile, a unit of ironbreakers with 25% magic resistance will get absolutely demolished by a flamestorm.
  • Pocman#6295Pocman#6295 Registered Users Posts: 6,176

    Send monster/character forward, watch AI blob, rain magic down, blob dies, monster/character unharmed.

    How's this justifiable? A monster or hero standing at ground zero of a Flamestorm or other AoE attacks should take tons of damage, not be ultra-resistant to. And now with the minimum casting range dumbing down Wurzzag can just Foot of Gork himself when push comes to shove and somehow come out just fine while all of his attackers get creamed.

    The BS resistance to AoE damage of SEs needs to be removed.

    My favourite is Tree kind and Treeman bathing in flamstorm and taking no damage.

    Meanwhile, a unit of ironbreakers with 25% magic resistance will get absolutely demolished by a flamestorm.
    Which is completely intended, and accurate to TT.
  • Ninaran#8122Ninaran#8122 Registered Users Posts: 572
    edited December 2020
    Pocman said:

    Send monster/character forward, watch AI blob, rain magic down, blob dies, monster/character unharmed.

    How's this justifiable? A monster or hero standing at ground zero of a Flamestorm or other AoE attacks should take tons of damage, not be ultra-resistant to. And now with the minimum casting range dumbing down Wurzzag can just Foot of Gork himself when push comes to shove and somehow come out just fine while all of his attackers get creamed.

    The BS resistance to AoE damage of SEs needs to be removed.

    My favourite is Tree kind and Treeman bathing in flamstorm and taking no damage.

    Meanwhile, a unit of ironbreakers with 25% magic resistance will get absolutely demolished by a flamestorm.
    Which is completely intended, and accurate to TT.
    It is still stupid, even if it was done on TT. Running around in a Flamestorm should be as devastating to a Treeman as it is to a formation of Ironbreakers. If not more so, because it's a tree.
  • TheShiroOfDaltonTheShiroOfDalton Registered Users Posts: 34,001
    edited December 2020
    Pocman said:

    Send monster/character forward, watch AI blob, rain magic down, blob dies, monster/character unharmed.

    How's this justifiable? A monster or hero standing at ground zero of a Flamestorm or other AoE attacks should take tons of damage, not be ultra-resistant to. And now with the minimum casting range dumbing down Wurzzag can just Foot of Gork himself when push comes to shove and somehow come out just fine while all of his attackers get creamed.

    The BS resistance to AoE damage of SEs needs to be removed.

    My favourite is Tree kind and Treeman bathing in flamstorm and taking no damage.

    Meanwhile, a unit of ironbreakers with 25% magic resistance will get absolutely demolished by a flamestorm.
    Which is completely intended, and accurate to TT.
    No, because you get that Flamestorm out 100% of the time you try and there's no dispelling of any kind. So it's actually not accurate to the TT at all.

    And on the TT SEMs could be one shot by artillery, so no cherrypicking.
  • Pocman#6295Pocman#6295 Registered Users Posts: 6,176
    Ninaran said:

    Pocman said:

    Send monster/character forward, watch AI blob, rain magic down, blob dies, monster/character unharmed.

    How's this justifiable? A monster or hero standing at ground zero of a Flamestorm or other AoE attacks should take tons of damage, not be ultra-resistant to. And now with the minimum casting range dumbing down Wurzzag can just Foot of Gork himself when push comes to shove and somehow come out just fine while all of his attackers get creamed.

    The BS resistance to AoE damage of SEs needs to be removed.

    My favourite is Tree kind and Treeman bathing in flamstorm and taking no damage.

    Meanwhile, a unit of ironbreakers with 25% magic resistance will get absolutely demolished by a flamestorm.
    Which is completely intended, and accurate to TT.
    It is still stupid, even if it was done on TT. Running around in a Flamestorm should be as devastating to a Treeman as it is to a formation of Ironbreakers. If not more so, because it's a tree.
    Except is not.

    1. Gameplay wise, it makes perfect sense: this game works as a scissor stone paper game. Making a tool that works against everything is stupid.

    2. Reality wise, it does too. There is a reason why controlled fire is used by mountain firefighting. What would burn a small creature/bush in seconds would do very little to a big creature/old tree.

    3. TT wise, it also does. Most of those spells dealt very little damage to monsters, mostly due to reason 1.


    I agree that currently, magic is not good enough at killing monsters. But the solution to that is making spells that are great at killing SEMs, not making vortex and winds good against everything.

    Imho the perfect candidates are bombardment spells, as it is pretty easy to buff them against monsterss without making them OP v infantry, are dodgeable (so no "sniping" meta) and are useless as they are right now.


  • Uagrim#4644Uagrim#4644 Registered Users Posts: 2,148
    Pocman said:


    Imho the perfect candidates are bombardment spells, as it is pretty easy to buff them against monsterss without making them OP v infantry, are dodgeable (so no "sniping" meta) and are useless as they are right now.

    Problem is that Bombardment spells are easier to dodge with Monsters than with infantry. So if you make them strong against SEM they are gone chunck infantry particularly the elite kind pretty hard.
  • NoSkill4U#6552NoSkill4U#6552 Registered Users Posts: 5,176
    Uagrim said:

    Pocman said:


    Imho the perfect candidates are bombardment spells, as it is pretty easy to buff them against monsterss without making them OP v infantry, are dodgeable (so no "sniping" meta) and are useless as they are right now.

    Problem is that Bombardment spells are easier to dodge with Monsters than with infantry. So if you make them strong against SEM they are gone chunck infantry particularly the elite kind pretty hard.
    Don t they already do that?

    In this case the splash shold be lowereda bit and the actual missle strength increased.
  • Pocman#6295Pocman#6295 Registered Users Posts: 6,176
    Uagrim said:

    Pocman said:


    Imho the perfect candidates are bombardment spells, as it is pretty easy to buff them against monsterss without making them OP v infantry, are dodgeable (so no "sniping" meta) and are useless as they are right now.

    Problem is that Bombardment spells are easier to dodge with Monsters than with infantry. So if you make them strong against SEM they are gone chunck infantry particularly the elite kind pretty hard.
    No. You can increase projectile damage and reduce explosion radius and explosion damage. There is a point were no matter how powerful the projectile becomes, it wont matter against infantry because each will only kill one model.
  • NoSkill4U#6552NoSkill4U#6552 Registered Users Posts: 5,176
    Pocman said:

    Uagrim said:

    Pocman said:


    Imho the perfect candidates are bombardment spells, as it is pretty easy to buff them against monsterss without making them OP v infantry, are dodgeable (so no "sniping" meta) and are useless as they are right now.

    Problem is that Bombardment spells are easier to dodge with Monsters than with infantry. So if you make them strong against SEM they are gone chunck infantry particularly the elite kind pretty hard.
    No. You can increase projectile damage and reduce explosion radius and explosion damage. There is a point were no matter how powerful the projectile becomes, it wont matter against infantry because each will only kill one model.
    correct.
  • Uagrim#4644Uagrim#4644 Registered Users Posts: 2,148
    Pocman said:

    Uagrim said:

    Pocman said:


    Imho the perfect candidates are bombardment spells, as it is pretty easy to buff them against monsterss without making them OP v infantry, are dodgeable (so no "sniping" meta) and are useless as they are right now.

    Problem is that Bombardment spells are easier to dodge with Monsters than with infantry. So if you make them strong against SEM they are gone chunck infantry particularly the elite kind pretty hard.
    No. You can increase projectile damage and reduce explosion radius and explosion damage. There is a point were no matter how powerful the projectile becomes, it wont matter against infantry because each will only kill one model.
    And how do you make it so that the bombardment actually hits the SEM?
  • Pocman#6295Pocman#6295 Registered Users Posts: 6,176
    Uagrim said:

    Pocman said:

    Uagrim said:

    Pocman said:


    Imho the perfect candidates are bombardment spells, as it is pretty easy to buff them against monsterss without making them OP v infantry, are dodgeable (so no "sniping" meta) and are useless as they are right now.

    Problem is that Bombardment spells are easier to dodge with Monsters than with infantry. So if you make them strong against SEM they are gone chunck infantry particularly the elite kind pretty hard.
    No. You can increase projectile damage and reduce explosion radius and explosion damage. There is a point were no matter how powerful the projectile becomes, it wont matter against infantry because each will only kill one model.
    And how do you make it so that the bombardment actually hits the SEM?

    That's the interesting part. High risk high reward. A powerful way to get rid of the most powerful units, but that isn't easy to pull off. Meaning no abuse.


    Less powerful spells could work like the doombolt.
  • Tennisgolfboll#5877Tennisgolfboll#5877 Registered Users Posts: 13,789
    Single entities need to take alot more dmg from this i agree with OP.

    Perhaps not as much as unit but alot more than now. Alot. Perhaps half of what a unit does. It should hurt to stand in a flame storm and you should want to get out of there asap
    It needs to be pointed out that what people call "cheese" is just playing the game the way it actually exists not in some fictional way they think it is supposed to work.
  • Uagrim#4644Uagrim#4644 Registered Users Posts: 2,148
    Pocman said:

    Uagrim said:

    Pocman said:

    Uagrim said:

    Pocman said:


    Imho the perfect candidates are bombardment spells, as it is pretty easy to buff them against monsterss without making them OP v infantry, are dodgeable (so no "sniping" meta) and are useless as they are right now.

    Problem is that Bombardment spells are easier to dodge with Monsters than with infantry. So if you make them strong against SEM they are gone chunck infantry particularly the elite kind pretty hard.
    No. You can increase projectile damage and reduce explosion radius and explosion damage. There is a point were no matter how powerful the projectile becomes, it wont matter against infantry because each will only kill one model.
    And how do you make it so that the bombardment actually hits the SEM?

    That's the interesting part. High risk high reward. A powerful way to get rid of the most powerful units, but that isn't easy to pull off. Meaning no abuse.


    Less powerful spells could work like the doombolt.
    If its too hard to use no one will use it because it is just a waste of WoM. You need to at least somewhat realiably be able to hit a currently engaged SEM for it to make any sense bringing which depending on animation is unlikely. Unless you want to make it mandatory to bring a light caster with a Net for bombardments to do anything to SEM.
  • BovineKing#8781BovineKing#8781 Registered Users Posts: 985
    edited January 2021
    I wouldn’t have a problem with high damage single target spells but they’d need to be really expensive to bring and basically burn your wind of magic to be anywhere near balanced.
  • TheShiroOfDaltonTheShiroOfDalton Registered Users Posts: 34,001

    I wouldn’t have a problem with high damage single target spells but they’d need to be really expensive to bring and basically burn your wind of magic to be anywhere near balanced.

    Nope, you can clean an entire frontline of infantry with a single pendulum, so why should SEMs have any special exemptions...again?

    Not unless you nerf magic as a whole.
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