Tsathoggua
Warlord
- Joined
- Sep 28, 2009
- Messages
- 127
EDIT: And I don't see how D'Tesh was supposed to be nerfed. Yes, +10% strength per Death Mana isn't as strong as +1 strength per, but it works against all enemy types, even death immune or resistant. Combat 5 plus 10-20 Death mana's makes for some very strong units, so I'm not sure you can really call that a nerf. More of lowering the crazy overpowering strength against most units in favor of a mostly overpowering strength against all units.
Play them. This is not even a problem, while there are a host of other reasons (listed above) why they *are* hugely OP.
Vanilla Mana nodes aren't nearly frequent enough that D'Tesh could rapidly get their hands on 10-20 of them. Even with Wild Mana on (more mana nodes in the world but with random innate element) it is really difficult to get a lot of Death/Entropy/Shadow mana unless it spawns that way with a guardian on top. My experience, anyway, is that raw mana nodes are pretty scarce with Wild Mana on, as are Wild metamagic nodes, meaning that there's a really good chance that the one game option that ensures a ton of mana for converting into Death also ensures that you're gonna have a hell of a time actually doing so, at least until Rites of Oghma and by then you should have won the game.
Remember also that D'Tesh arcane units don't earn XP, so any caster that is going to be capable of dispelling Wild nodes needs to reach level 6 the honest way; and of course, that they must research Sorcery to be able to do so at all (which admittedly isn't a huge issue with all the Infused Ash there is to create right now).
Given that the Devs should not be balancing for reloads (and thus many, many Binders will die trying to become Chosen), it's clear that actually finding/creating and connecting 20 Death nodes will take enough turns that it really shouldn't be considered an issue.