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Old 12-02-2012, 11:38 AM
ckdamascus ckdamascus is offline
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Quote:
Originally Posted by Nirual View Post
the health percentage definitely needs nerfing. If I was a developer, I'd probably change the Phantom spell in general so Phantoms can't use any abilities of the original, which is the central point people abuse. But failing that, the Rune Mage version definitely needs to be weaker in terms of health percentage.
Considering the original Rune Mage made "pseudo" phantoms with leadership tied to per rune mage (let's say hypothetically 100 leadership per rune mage), there was definitely two different balance teams working on Crossworlds and Warriors of the North.

It is pretty silly that I easily figured out that 4 small stacks of 1 rune mage could artificially deliver insane firepower with Phantom Crush. The same Phantom firepower as 4 stacks of 50 rune mages each. Of course that's an extreme example (since you don't want to every lose an entire stack, so I kept maybe 20 per stack).

Yeah, being able to use the abilities is abusive and in a weird way they sort of did that. Rune mages don't get new runes (if you phantom a rune mage), orcs don't start with any initial adrenaline, but the royal griffin can still cast their celestial guards. I agree with your suggestion though.

Even without that though, I could crush everyone with 2-3 stacks of horsemen. Another balance issue is that rune mage phantoms in particular start IMMEDIATELY after being cast, unlike normal phantom which throws them back into the queue. This gives them the unique advantage of being similar to Summon Phoenix (a summon that can cut in front of the enemy's initiative) but in a caster form and with a split stack you can do it multiple times.
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