Chandrasekhar
Determined
Yes, the issue of a lifespark acting under both roles seems like it might be more powerful than intended. We should playtest it before deciding to just fool the AI, though.
Unser Giftzwerg said:Anyway, it occurs to me that a high-defense city tile with 8 Lifesparks in it is going to be, let us say, friggin' nigh impossible to take? That's means the attacker needs 8 more units nearby to attack 8 more times to kill the 0.01 STR units left alive.Spoiler :I failed to communicate my point I think. I don't disagree with anything above.
What I was trying to say that if a player already controls a unit that can cast a tier-3 Life spell, it is very easy to replace a lifespark unit. I was making no comment on how easy or hard it was to obtain this Life 3 spellcasting capability. If one already owns the capability to cast one spell each turn, is it not an investment when one casts one spell each turn. That's whay I was trying to say.
Lifespark seems good enough as is to go under playtest. Lifespark acts only on the defense, so in the vast majority of cases the first units to risk death are the best units available. I'm thinking in practical use, players would be saying "Yay Lifespark!" most times. Maybe it wouldn't save the most experienced unit every time, but these things happen in war.
Also, since it acts only defensively, won't it grant its Medic bonus at the beginning of the turn? Right now units heal before they are subject to attack, or is my impression wrong? If so, a Lifespark will alsways serve its secondary mission before it risks serving its primary role.
Example: You have wounded units but cannot afford to retreat. There's no medic unit in the tile either. (So I guess you have a Life-3 Conjuror here, as a Life-3 Disciple unit would have the Medic skill themselves.) So the Conjuror castts Lifespark. Your turn ends and units get their heal-up credit. Then the AI turns run. The tile is attacked, and the Lifespark saves the first doomed unit. Whatever happens during the AI turn happens, and it comes around to your turn again. Your Summoner is ready to cast Lifespark again. Seems to me this provides constant mediacal assistance. Am I misunderstanding the sequence here?
One nation can have quite a few of these critters running around. There may be several Lifesparks in an important tile. I'm uncertain of the rules here. Could one nation in theory have 9 Lifesparks up at any one time? 3 from High Priests, 3 from Inquisitors, and 3 from Summoners? And perhaps more from certain Heroes?
Spoiler :Don't kill 'em and boom Heal spell and the defending units are back to 100%. (If you can create 8 Lifesparks, you can cast Heal.)
Well, Plauge would make such a city sackable, with enough casters. But it will be interesting to see the effect of many Lifesparks in one tile.
The idea of cloning this function to a Martyr promotion is certainly full of flava. And amusing unitended consequences, perhaps? We wary of promoting that Order Acolyte (right name? my bad) that Acolyte all the way up to High Priest. He never 'forgot' that Martyr promotion, The guys in the ambushed 0 exp Warrior unit really appreceated his gesture, but the Army does miss their level 11 healing machine.![]()
The idea to tie the Lifespark to a unit would avid those surprises ... but does it not smack of more bourgasie oppression of the masses? All units are martyr-worthy, but some units are more martyr-worth than others? We want our heroes flinging themselves upon every sputtering hand grenade! But it sounds right up the alley for those "the needs of the many" Law-abiding drones.
Actually, it's a fine mechanic. But I think there are times you'd want it to work as it is now, whenever needed. For spells that have to be cast every turn for many turns in a row, its nice if casting takes just one mouse click. If a targeting window opens every time but is rarely used, that could get annoying. Just picking at nits.
This means lifespark does not guarantee survival.Kael said:This doesn't interrupt combat, the battle goes on.
BCalchet said:(SPOILERed out the stuff not relevant to my comment.)
While that was a nice enough rant, it clearly showed that you haven't even read the original post. Do so first next time, I say - skipping it reduces much of your post to meaningless blather.
This means lifespark does not guarantee survival.
Anyway - how will lifesparks stack? Will it be possible for several lifesparks to affect a single combat, making 3 sparks add +120% of maximum to the effective health of defenders?
Chandrasekhar said:Yes, the issue of a lifespark acting under both roles seems like it might be more powerful than intended. We should playtest it before deciding to just fool the AI, though.
I also think so. If there are eight lifespark-casters in the defending city, the attacker would have high-lvl casters as well. What about three archmages, three liches and two priests with Fire-III? Don't you think that 18 meteors and 2 pillars of flame might inflict more damage than 8 lifesparks could heal? 8*40% = 320% of one unit's health. In a city full of defenders the fire spells' collateral damage would be much higher than that.Unser Giftzwerg said:I doubt this will be considered too powerful, [...] considering the relative "investments" to get there.![]()
You could get more if you created flesh golems out of any Life-III spellcaster and a normal conjurer or priest of the veil.Chandrasekhar said:Edit: Actually, it would only be 9 possible with a summoner if it requires summoning to cast. It does, right? I assume it won't be displacing other Life 3 spells.
DMN said:I also think so. If there are eight lifespark-casters in the defending city, the attacker would have high-lvl casters as well. What about three archmages, three liches and two priests with Fire-III? Don't you think that 18 meteors and 2 pillars of flame might inflict more damage than 8 lifesparks could heal? 8*40% = 320% of one unit's health. In a city full of defenders the fire spells' collateral damage would be much higher than that.
Unser Giftzwerg said:Point out the 'blather' chump
DMN said:I also think so. If there are eight lifespark-casters in the defending city, the attacker would have high-lvl casters as well. What about three archmages, three liches and two priests with Fire-III? Don't you think that 18 meteors and 2 pillars of flame might inflict more damage than 8 lifesparks could heal? 8*40% = 320% of one unit's health. In a city full of defenders the fire spells' collateral damage would be much higher than that.
BCalchet said:Oh, I did point out the blather: You're claiming lifesparks always save the defending unit, when it was clarified in the first post that combat keeps going, likely getting that 0.01-strength unit killed anyway.
Unser Giftzwerg said:One nation can have quite a few of these critters running around. There may be several Lifesparks in an important tile. I'm uncertain of the rules here. Could one nation in theory have 9 Lifesparks up at any one time? 3 from High Priests, 3 from Inquisitors, and 3 from Summoners? And perhaps more from certain Heroes? Anyway, it occurs to me that a high-defense city tile with 8 Lifesparks in it is going to be, let us say, friggin' nigh impossible to take? That's means the attacker needs up to 8 more units nearby to attack up to 8 more times to kill the 0.01 STR units left alive. Don't kill 'em and boom Heal spell and the defending units are back to 100%. (If you can create 8 Lifesparks, you can cast Heal.)
Chandrasekhar said:Heh, I said "more powerful than they intended," quite different from saying that it will be overpowered. I get the feeling that Kael & co. said "Let's have a unit that can be sacrificed to heal, even in the middle of battle." The medic abilities were an afterthought. I don't think it should be too powerful, unless used en masse (27 possible with a summoner trait leader, I believe), but then you can say that about just about all spells. It's part of what I like about them.
Edit: Actually, it would only be 9 possible with a summoner if it requires summoning to cast. It does, right? I assume it won't be displacing other Life 3 spells.
You overlook summoner's twincast. max of 12I believe your comments on the Summoning this is correct. I think it would be a max of nine