Grig suck

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Honestly, this old "strategy" was overpowered and easily got boring. I'm glad they did away with it. Others have been a bit too critical of your comments, but you have sounded awfully whiny. If you think they suck so much, why not try to think of new ways to make them better instead of pointing out what they lost? There may not have been a better option than 18 meteors, but that does not mean that there can't or won't be better choices in the future.


Honestly, arcane might does not fit the Grigori theme. There is nothing in their lore that implies that the civ should be particularly magic oriented, or that Archmage adventurers are the norm.

I'm not sure I like Twincast being a hero only promotion. I may change the prerequisites, make it be granted only by Planar Gates or the Summoning trait, or remove it completely and give the twincasting ability to the Dimensional II or III promotion instead.




I'm thinking that the Grigori may just become my favorite civ when I implement what I have planned for them, although I'm also boosting religions significantly. Letting any adventurer hero go back to being an adventurer unit again, so it can go on a new adventure as a completely different type of unit while holding on to all its old promotions (and thus spells) is just too cool to pass up. I think it fits the theme much better too. Adventurers aren't the most responsible soldiers, as thematically they are given to following their whimsy instead if staying with the rest of the military. It seems logical for them to get board with their job and go to seek another. Their past experiences would still give them a nice advantage over the others in their new field. (How many other Beastmasters have the advantage of also being a skilled archmage?)
 
Ecofarm should get a blog, since he wants to whine like a four year old instead of discuss.
 
The ''meteor strategy'' was not a strategy it was an exploit. Besides, does anyone seriously find that fun? Surely the point in playing FFH is to have fun, yes? I mean sure, its entertaining at first, but seriously? The meteor thing also detracted from the uniqueness of the sheaim and amurites, who were supposed to be the best spell casters, but were outshone by the grigori twin-cast meteor casters. IMHO, the removal of the meteor spell was one of the best changes the team made in this version.
 
What the Hells the point in winning due to 18 meteors? There is none. You want a cheap win, play Settler difficulty, go into WB, and delete every one of your opponents cities. If you rely on such an exploit, all the time, and cry when it is removed because it is unfair on the AI, and the like, then you need to experience more of the game. FfH has masses of oppertunity, and if you rely on meteors, you might as well not play.
 
in after "BAAAAWWWWWWWW PEOPLE LIKED A STRATEGY I DIDN'T"

Ooooh, we even have one of them calling it an "exploit" despite that being a load of crap. Meteors and heroes were both working as designed. Combining the two is synergy, not exploitation. Goddamn scrub... I don't use that term lightly, but seriously, chewing someone out for using a strong strategy he finds fun and baselessly calling it an exploit? You fail.
 
in after "BAAAAWWWWWWWW PEOPLE LIKED A STRATEGY I DIDN'T"

Ooooh, we even have one of them calling it an "exploit" despite that being a load of crap. Meteors and heroes were both working as designed. Combining the two is synergy, not exploitation. Goddamn scrub... I don't use that term lightly, but seriously, chewing someone out for using a strong strategy he finds fun and baselessly calling it an exploit? You fail.

I agree that exploit is a strong word but you're being a little over the top yourself. It wasn't a strong strategy it was a boring easy thing to do. It was the FFH equivelent of getting Calvary or Tanks in Civ and it was BORING. One of my friends I played with has no idea of the nuances and abilities of how to play different FFH civs and the flavor they had. However playing as AMurites he was able to win easily and consistently (not vs me but against the game itself) because all he had to do was get meteors and it was game over.

It requires no skill or planning just surviving until you get the tech and finding reagents and its an I win button.

So while that isn't quite an exploit, referring to it as a strategy, strong or otherwise, is an outright joke and I for am glad they were removed from the game because they were downright stupid. Ooh look I can create 3 throwaway catapults every turn per caster! 6 per Hero, and they are stronger then normal catapults and FREE!

WHAT A BRILLIANT STRATEGY. ONLY CAESAR HIMSELF COULD HAVE WORKED THAT OUT. ANYONE WHO MANAGED TO DUPLICATE THAT MUST BE A STUDENT OF SUN TZU!
 
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