Which World Spells are to powerful?

Which World Spells are to powerful?

  • Amurites- Arcane Lacuna

    Votes: 4 3.5%
  • Balseraphs- Revelry

    Votes: 4 3.5%
  • Bannor- Rally

    Votes: 2 1.7%
  • Calabim- Rivers of Blood

    Votes: 11 9.6%
  • Clan of Embers- For the Horde

    Votes: 11 9.6%
  • Doviello- Wild Hunt

    Votes: 4 3.5%
  • Elohim- Sanctuary

    Votes: 12 10.4%
  • Grigori- Ardor

    Votes: 10 8.7%
  • Hippus- Warcry

    Votes: 8 7.0%
  • Infernal- Hyborems Whisper

    Votes: 21 18.3%
  • Khazad- Motherlode

    Votes: 3 2.6%
  • Kuriotates- Legends

    Votes: 1 0.9%
  • Lanun- Raging Seas

    Votes: 31 27.0%
  • Ljosalfar- March of the Trees

    Votes: 31 27.0%
  • Luchuirp- Gifts of the Nantosuelta

    Votes: 23 20.0%
  • Malakim- Religious Fervor

    Votes: 4 3.5%
  • Mercurians- Divine Retribution

    Votes: 15 13.0%
  • Sheaim- Worldbreak

    Votes: 5 4.3%
  • Sidar- Into the Mist

    Votes: 5 4.3%
  • Svartalfar- Veil of Night

    Votes: 3 2.6%

  • Total voters
    115

Kael

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I know its hard to decide what is to powerful if we don't have a common standard. But as you know FfH doesn't balance on the individual component, but on the civ as a whole (so more powerful world spells may be okay in a weaker civ, or vise versa).

What I need to know is what world spells are so powerful as to be broken?
 
only one i voted for was Hyborems whisper.. just seems way too much to be able to take any veil city you want. the rest seem alright.

Edit added:
the 3 world spells that hurt units around the world.. if they can actually kill units, especially heroes, then i might consider them too powerful, haven't seen them do such yet tho.
 
Hyborem's Whisper is the only one I didn't have experience with, though personally I don't think it's that bad. Rally will just as easily net you at least 1 city ;).

March of the Trees was certainly too powerful in my experience, especially with an already-powerful civ. Killing Barbatos and 1 other civ by turn 7 was too much. It also doesn't weaken as it goes along. No matter where you are in the game, you should expect to expand your borders 5 tiles in every direction.

The next-most powerful spell would have to be Raging Seas. As extremely nasty as it is, I think it's very fitting, and not too powerful for Lanun. All the gain unit/modify unit world spells seem to work well.
 
I'm now scared to summon Hyborem if I'm AV and isolated with nearly no AV outside of my civ. Is it possible to choose which city to take with Hyborem's Whisper or is it randomly selected?
 
I've just selected For the Horde for now, for the reason I stated in the design thread.
 
only one i voted for was Hyborems whisper.. just seems way too much to be able to take any veil city you want. the rest seem alright.

Edit added:
the 3 world spells that hurt units around the world.. if they can actually kill units, especially heroes, then i might consider them too powerful, haven't seen them do such yet tho.


In my last game, the Lanun spell killed two of my 3 heroes. It can be very tough. However, it is probably weak on a pangaea type map but devastating on islands.

Best wishes,

Breunor
 
In my last game, the Lanun spell killed two of my 3 heroes. It can be very tough. However, it is probably weak on a pangaea type map but devastating on islands.
It's not weak on pangea if you use it on the very first turn. I just tried it, twice. With seven AIs in the game the first time it killed two settlers, the second time three. That's atleast 1/4 of the civs being eliminated before they even get to move!! (They don't actually die, but without cities they are doomed.)
Raging seas definently need a tech requirement.

As for the other spells, I don't have enough experience with them to be able to comment yet.
 
I agree with the above. Raging seas is fine if used later in the game. On the first turn, however, it's able to wipe out anywhere up to half the civs before they get a chance to play. Make it require Fishing, or just imit its use to after the first ten turns of the game.
 
Who waits until they have malevolent design to summon Hyborem?

That's just... silly.
 
hyborem's whisper I find just annoying. It discourages founding hyborem if you're a large AV civ with the holy city, because you know you're just about to lose one of your big cities.

Raging seas for the 1st turn exploit.

I didn't vote it but I think the clan of embers spell is far too dependent on map type. In a raging barbs/barbarian world map it's totally unbalanced and can result in multiple civs being wiped out by turn 10. Otherwise it's useless.
 
Who waits until they have malevolent design to summon Hyborem?

That's just... silly.

Hyborem will get malevolent design eventually and if you're the only AV civ it'll most likely be one of your own cities taken.
 
I don't build the Mercurian Gate for similar reasons that people don't like Hyborem's Whisper. Interesting.
 
i still think the grigori with access to 18+ heros is a little overpowered... 6 base, world spell for 6 more, reset world spell for 6 more... sickness with a bow on...
 
i still think the grigori with access to 18+ heros is a little overpowered... 6 base, world spell for 6 more, reset world spell for 6 more... sickness with a bow on...

That doesn't seem overpowered as it means you can't get any other kind of great people, and the never being able to adopt a religion thing....
 
There's the "Birthright Regained" ritual. Still, it's insanely expensive, so you deserve the benefit.
 
Twice I've witnessed Mercurian Divine Retribution wipe out Hyberbom, and the other time it also killed one of the four horseman and Mardero. Makes me wonder just how much damage that thing could do if it was timed to be used at the same time as the ritual that damages demons/undead as well.
 
For the Horde IMO

Clan already have a very good early game (Early Hero and barbarian and aggressive traits). I've found it very easy to win on smaller sized maps on Diety setting by abusing this spell.
 
I'd be interested to know what kind of damage "Divine Retribution" does... many spells are a % damage function, this one seems to maybe deal raw damage. Had Saverous minding his own business in a city, saw him killed by holy damage a turn or two after the Mercurians entered the world (and was at peace with everyone). Killed outright, that is, though he probably only had 8 or 9 strength. Surprising I guess, heh.
 
Elohim- Sanctuary i gotta say that this is probably the most anoying spell ever... Nothing is as little fun as waiting 30 turns on quick to be able to finish the game.. It isn't really overpowered just the duration is extremely frustrating..
 
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