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Occult erosion

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Dragon_Warrior

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Re: Occult erosion

PostTue Feb 25, 2014 10:36 pm

So lets make it distance 6 spell with dam 8 and -2 will (instant and one time) no mater the unit and additional -2 mana for mages ;P
It would be less op against necros and mages ale usefull against other units... even dam Vs not mage can be smaller like 4 or something.
ign: Draconnor, Cynwall player, 23 years in computer games, 14 years in battle games, 8 years in Confrontation Universe, 4 years of making own battle games.
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Deep Blue

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Re: Occult erosion

PostWed Feb 26, 2014 12:37 am

Occult erosion is 7 AP and the pala always has Honor of the black paladins, which is quite useful and is a very good tank in melee especially with a high fear ratio (much more viable than skull at the moment). 7 ap for more flexibility is a fair price. In case you didnt notice there are many skills that are "situational" such as bane: living dead so i dont mind having more of them if they are fairly costed.

What DW is suggesting can be interesting as it will basically give a similar "nuke" as the rune guardian. I just wonder if it wont make things worse balance-wise but it might give extra reach to ram, which is very welcome as it is quite easy sometimes to go for a draw vs them.
Closed beta tester - Ram & Wolf player

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Dragon_Warrior

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Re: Occult erosion

PostWed Feb 26, 2014 12:49 am

but i want to see it more like -Will spell than damage... so dam4 against non mage should be resonable imo.

But its only free idea - and i will not defend it with my own blood ;)
ign: Draconnor, Cynwall player, 23 years in computer games, 14 years in battle games, 8 years in Confrontation Universe, 4 years of making own battle games.
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Lima

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Re: Occult erosion

PostWed Feb 26, 2014 5:55 am

Ok Im going to be a real arse about this.

Recently there are probably not many people who have played the alahan race with a mage setup more than me.

The occult erosion spell makes the game UNPLAYABLE if you have a mage in your company. Its a huge range on a spell that is cast by a tank who can just walk up to anything and cast it, if he doesnt have conscience specced which he will cast from behind a wall.

Please tone it down. This is no longer a cry for a nerf, im now appealing to your sense of reason.

You must understand that a mage is not like a lonewolf or necro, its a fulcrum piece of you setup if it is there, there is a reason you dont see 2 mages and its not because of the ap cost, its because it too hard to protect 2. If I cant be sure if a company will have a black pala with them then it makes the mage a HUGE bet to have against undead. And if I dont go mage and he goes pala then he still has a tanky unit he can use.
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Dragon_Warrior

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Re: Occult erosion

PostWed Feb 26, 2014 7:23 am

The occult erosion spell makes the game UNPLAYABLE if you have a mage in your company. Its a huge range on a spell that is cast by a tank who can just walk up to anything and cast it, if he doesnt have conscience specced which he will cast from behind a wall.
Please tone it down. This is no longer a cry for a nerf, im now appealing to your sense of reason.


i played 3x Paladin half of yesterday and on 2/3 maps (thx to discipline advantage) you can use mage at least once (up to 12 mana) before Erosion hit you - and even after that first spell is unchanged and for the second you can use stance. So main problem currently is for Necro (that goes back to lev1 after being hit by erosion) and King of the Hill map that have to few solid terrain pieces.

You must understand that a mage is not like a lonewolf or necro

? t5 necro isn't free also...
ign: Draconnor, Cynwall player, 23 years in computer games, 14 years in battle games, 8 years in Confrontation Universe, 4 years of making own battle games.
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Deep Blue

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Re: Occult erosion

PostWed Feb 26, 2014 8:54 am

Dragon_Warrior wrote:
The occult erosion spell makes the game UNPLAYABLE if you have a mage in your company. Its a huge range on a spell that is cast by a tank who can just walk up to anything and cast it, if he doesnt have conscience specced which he will cast from behind a wall.
Please tone it down. This is no longer a cry for a nerf, im now appealing to your sense of reason.


i played 3x Paladin half of yesterday and on 2/3 maps (thx to discipline advantage) you can use mage at least once (up to 12 mana) before Erosion hit you - and even after that first spell is unchanged and for the second you can use stance. So main problem currently is for Necro (that goes back to lev1 after being hit by erosion) and King of the Hill map that have to few solid terrain pieces.

You must understand that a mage is not like a lonewolf or necro

? t5 necro isn't free also...



exactly this. I understand it hurts when you lose but occult erosion is not the main factor. If you can cast your spell 5-6 times in a game im pretty sure you are doing fine. If the mage dies in 1 turn...then there is an issue (but mainly on your side). For the records, wolven lonewolf lvl 5 with internal rage can kill your mage in 1 turn while occult can't, even if the paladin is close and uses offensive (but then it is your mistake). Why i don't hear people complaining about internal rage? i rather have a -WIL malus than getting a 22 damage hit that can oneshot me in 2 turns while the lonewolf is safe undercover. (ps: internal rage is fine to me as occult erosion, was just stating that there are much harder mage counters)
Closed beta tester - Ram & Wolf player

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AP army calculator (by Hod): http://dogsofwar.eu.pn/
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Dragon_Warrior

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Re: Occult erosion

PostWed Feb 26, 2014 10:18 am

For the records, wolven lonewolf lvl 5 with internal rage can kill your mage in 1 turn while occult can't, even if the paladin is close and uses offensive (but then it is your mistake).

currently Wolfens have to many op things to something like that can be abused ;)

but its a nice example of skill that some skills are universal despite of being counters ;)
ign: Draconnor, Cynwall player, 23 years in computer games, 14 years in battle games, 8 years in Confrontation Universe, 4 years of making own battle games.
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Lima

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Re: Occult erosion

PostWed Feb 26, 2014 12:02 pm

Ok guys clearly I didnt get my point across. I didnt say that the mage is expensive and the necro isnt and thats why it hits the mage harder. Im saying that a mage's importance in a setup is larger than a necros.

And I do get 5-6 spells off as a mage vs a black pala, but those are rolls. So if I get a erosion on my mage on turn 2 or 3 thats not going to be 5-6 successfull spells those are going to be 2-3 successful spells out of the 5-6 attempts due to the Will beeing so low. And its not like its something I can avoid, not only avoid getting hit but I cant exatly wait out the effect.

I played oxy the other day and his answer to my mage with the wolven was the spell where no spells or miracles can be casted in that huge radius. He rushed my mage with that and I couldnt even use my valk's heal. Thing is that spell lasts 2 turns and a radius, 2 weaknesses. So i surrounded his mage that cast the spell so he would be able to move and moved my mage far enough so that in 2 turns if im still alive i can have a chance.

With occult erosion is 1 click and see your spells fail, that is when u have the mana to cast them and if ur still alive from the blast.

All I want to know is what is the point of occult erosion? if its a tool like deep said to prevent mages from camping and nuking then its gone way beyond that. If its a spell do decrease mage effectiveness, then its gone way beyond that. Put a loop whole in the skill, something that if I get it on my mage I can say "Ok he got occult erosion on my mage, now these are my options".
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Deep Blue

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Re: Occult erosion

PostWed Feb 26, 2014 12:56 pm

Lima wrote:Ok guys clearly I didnt get my point across. I didnt say that the mage is expensive and the necro isnt and thats why it hits the mage harder. Im saying that a mage's importance in a setup is larger than a necros.


may i ask you how often you played ram? necros are as important as lion mages, either as a nuker or as a support. Death wave to be good requires a comp based ENTIRELY on the necro lvl 5. Necro lvl 3 healer gets even more raped by occult erosion than lion mages also as you are basically losing the healing spell you bought (lets say that probably 1-2 casts can be generally ok but then it gets too risky). The point is that without it the necro player can turtle endlessly with 3 necros. Same as the lion mage getting uber mana by the sparkling that can deal tremendous damages in 2 turns.

I find almost shocking you think that occult erosion > middle way. If the guy charges in mindlessly so that it can be surrounded and killed he played recklessly. The spell has to stay as it is (or very slightly tweaked, so that it works on normal units for less damage as DW suggested) because ram will risk to be in a though spot even more (take a look at the top 20: 70% wolf, 30% lion 0% ram - im pretty sure the "op" occult erosion isn't helping them too much).

as a tip: dont expose the mage until the paladin is death. It has crappy DOD so archers can get rid of him relatively fast without giving him faith to cast it + you can use seal of delarn on your sparklings and nuke the guy while hiding behind a rock. If you use a mage focused build i can't believe you dont have 3 sparklings...those charging him with the seal basically kill him. Also if you are obsessed by occult erosion you can take coscience and nuke the pala behind a rock. There, you played around occult erosion.
Closed beta tester - Ram & Wolf player

Useful links:
AP army calculator (by Hod): http://dogsofwar.eu.pn/
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Dragon_Warrior

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Re: Occult erosion

PostWed Feb 26, 2014 1:08 pm

If you use a mage focused build i can't believe you dont have 3 sparklings...those charging him with the seal basically kill him.

If you have Seal Mage and 3 sparkling with seals = mage propably already casted half of his spells from entire game - especialy against Wolfens ;)
ign: Draconnor, Cynwall player, 23 years in computer games, 14 years in battle games, 8 years in Confrontation Universe, 4 years of making own battle games.
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