Body 1. does Haste have to last only one turn?

Cuteunit

Danse Macabre
Joined
Sep 5, 2007
Messages
618
Seriously. It's too much micro to constantly recast Haste on things, and it reduces my Fun Per Minute value.

It's not like Enchanted Blade or Dance of Blades etc wear off next turn. Can't we make Haste semi-perm like those spells?
 
It is quite the micromanagement pain.

Plus, it doesn't work on some units where it should: Siege units. I mean, does anyone truly believe the catapults and cannons just move around all by themselves and that there aren't living beings pulling them?

Okay, maybe the Luchuirp siege units move around by themselves... But then they should get the Golem promotion :)
 
It is quite overpowered already... please power it up yes!
 
+1 movement for one turn is overpowered?

wow, you must hate the mobility promotion.
 
The AI is compleetly unable to deal with hasted commando mobility vampires for some reason...
 
Obviously.. I still think it is stupid that haste allow you to move two moves through forested hills though..
 
It could be made to give a promotion with a chance to randomly wear off instead of do so every turn.
 
my favorite option (but possibly difficult to code) would be to allow specified adepts the option of auto-casting haste at the beginning of each turn.

Haste should definitely not be permanent, and even "until next combat" is questionable due to the fact that a single haste spell could last a unit the whole way from the city it's built in to the front lines. IMO it's the most powerful adept spell and should require the constant presence and attention of an adept to maintain.
 
Aye, if you don't like casting Haste every turn, then just don't bother with the spell.

But if you want the edge, then you need to cast it each turn. I could POSSIBLY see an argument for allowing it to be permanent within your borders and until any combat. But even then... allowing a level 1 spell to grant EVERY UNIT the equivalent of a promotion that some don't even have access to? No.

The majority of the spells that wear off with combat require that you enter into a fight to be of use. The majority of the ones that wear off with a certain percentage per turn have effects that are fairly conditional (ie - must WIN in a combat). Haste is a spell you see immediate benefit from.

Comparison to Enchanted Blade I do not completely see as applicable, because strength is something that varies heavily in the game, and there are a multitude of options to enhance it. Hence a permanent, small boost to strength does not nearly equate to a movement enhancement.

And IIRC Dance of Blades does happen to wear off the next turn.
 
Haste, like Friendly Winds (or whatever it is called) should have an option for auto-casting, like someone said. It would be overpowered to haste a stack, leave the adept at home, and have the affect be permanent. However, it is also annoying to haste each and every turn, as it makes the goto command useless. But if you could attach an adept to a stack/ship and say "haste/wind until I say otherwise"? That would be great.
 
+20% str forever isnt good? Ok, let's put five of my Champions with enchanted blade on vs five of your Champs with haste, we'll see who wins. Don't say absurd things like that.

Nothing is gained by making Haste such a micro nightmare than reducing the fun of the user. You know in vanilla civ, the Indian civ had workers with +1 perm extra movement and it certainly never broke the game. As for rushing melee units ... again, see my example up above. Who cares if you make it to the show early if you forget your ticket, eh?

The inconvenience of any game mechanic is not a balancing factor. You could turn your monitor upside down and say ljos/fol is perfectly balanced then, but it wouldnt make it true :P

Haste should stay on as long as the adept is part of the stack.
 
coldnt this be solved by having buff spells, such as haste, cast in a slightly different way. basically instead of needing to press the button every turn you have it as an on/off switch ... you cast haste and the adept will then auto cast it at the begining of every turn until you tell him not to (a bit like a worker not requiring you to tell him to build a farm every turn, you tell him once and each turn he just carries on building)
 
coldnt this be solved by having buff spells, such as haste, cast in a slightly different way. basically instead of needing to press the button every turn you have it as an on/off switch ... you cast haste and the adept will then auto cast it at the begining of every turn until you tell him not to (a bit like a worker not requiring you to tell him to build a farm every turn, you tell him once and each turn he just carries on building)

Or until the Adept casts a different spell.
 
Comparison to Enchanted Blade I do not completely see as applicable, because strength is something that varies heavily in the game, and there are a multitude of options to enhance it. Hence a permanent, small boost to strength does not nearly equate to a movement enhancement.

I think Enchanted Blade is a little powerful for what it is. It should wear off after next combat. Currently you get one caster using it to enchant everyone. That would make the spell a bit more widely used. I think the same thing for spells like courage and Spiritual hammer.
Maybe at least a chance of expire after the next combat.

People that say it is a pain to have to recast, just shouldn't use magic. All magic should have a chance of dissipating on its own. It takes a powerful mage to create a spell that lasts eternity.

The strength rating should increase the chance of spells lasting longer, including an added bonus based on level and unit type.

There should also be a low level unsummon spell that increase in strength as detailed above. It is hard to deal with hundreds of fully healed summons that keep spawning.

Just 2c...
 
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