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Occult erosion

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Deep Blue

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Re: Occult erosion

PostThu Feb 27, 2014 5:50 pm

Jigoku wrote:We already fixed the "harassing" casters on our side.
We also removed the WIL dependance on Primal Spells, because we felt it was wrong for them to be that useful later on. No TOU 0 though.

Of course, we did many other things, but you will see that in due time ;)


if i got it correctly warrior-mages/monks will behave the same as the current harassment stance? Does it mean that if i use a spell (ie: primal rage) at that point i can only sprint? This might be quite though as it basically forces you to be engaged if you want to attack as well on the same turn.

So if i got it correctly, primal spells will have a fixed success rate as well as damage?

ps: dont tell me you are going to nerf occult erosion :(
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Lima

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Re: Occult erosion

PostThu Feb 27, 2014 10:01 pm

I dont see the scourge buff on lion lasting all game, i dont see regen lasting all game, I dont see bad omen lasting all game, these are spells that need to be refreshed and hence require the character to get in a compromising position. A debuff that lasts all game and stacks and builds up as the game goes on, and is extremely simple to apply due to range is just unworkable.

Right now lion (with mage) vs ram is all about trying to get that pala in range of the mage and the mage running from him. funny thing is by hiding and running with my mage thats exactly what he wants to cause that means im not unleashing my dps.

So whether he applies curse or not that skill still is working even if its not applied.

Last game ram brings the pala closer to my starting postion, I stay in my original starting position because I needed to buf scourge on kotl before he gets close to them and my mage cant follow. Next turn he uses tide of the dead > martyr > and with pala manages to reach my starting position with the occults range. Turn 2, I havent moved my mage from the starting position and I already have occult erosion on. He lost his pala by turn 3 but the dmg was done. By turn 4 i had 4 wisdom and missing every spell i cast.

GG.

Reduce the distance, reduce the amount of time its effective, do whatever you want. I find it boring to play against ram like this, people know how I play and im not switching to archers just because there is a broken skill in game.
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Dragon_Warrior

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Re: Occult erosion

PostThu Feb 27, 2014 10:43 pm

After some more tests - erosion is definetly not to strong but could more universal.

A debuff that lasts all game and stacks and builds up as the game goes on, and is extremely simple to apply due to range is just unworkable.

this debuff is SMALL like hell especialy compared to Rage or Middle Way

and if you realy let enemy to reach your mage in turn 2 then you realy deserve any consequences...

once again - Erosion is devastating only on Healing Necro - but its fine while all healing units should be restricted... especialy 3x healing sparks
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

PostThu Feb 27, 2014 10:55 pm

Dragon_Warrior wrote:After some more tests - erosion is definetly not to strong but could more universal.

A debuff that lasts all game and stacks and builds up as the game goes on, and is extremely simple to apply due to range is just unworkable.



and if you realy let enemy to reach your mage in turn 2 then you realy deserve any consequences...



never lost a discipline roll as a lion? its annoying but happens. Oh and let the enemy reach my mage? North of the behemoth map if you both start on the same side its EASY to reach with pala onto mage in 2 turns, remember the range on occult erosion?

"So why didnt you put he mage in cover when you saw you were on the same side?"

Because unlike occult erosion, scourge of the impure has a range of 2 and I cant get into cover and apply buff in 1 move.
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Dragon_Warrior

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Re: Occult erosion

PostThu Feb 27, 2014 11:02 pm

Because unlike occult erosion, scourge of the impure has a range of 2 and I cant get into cover and apply buff in 1 move.

LOL so you could waited this one damn turn before casting SoL or something else... and to be honest even after something like that Paladin propably died before end of the turn while mage casted more than 2-3 succesful spells ... or you really screwed that game...

RAM can have to cheap bowmans, to resilient Golem and to hard elite/legendary counters but his mage counters are still weaker than 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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Lima

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Re: Occult erosion

PostThu Feb 27, 2014 11:54 pm

So a spell that forces a mage to camp and hide since turn 1 is ok?

Wait wasnt the camping mage one of the reasons why occult erosion exists?

As for the wolfens having better anti-mage spells, well thats an opinion im afraid I dont share with you =(, though the reduction is range of occ erosion is surely something I'd like to see.
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Dragon_Warrior

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Re: Occult erosion

PostFri Feb 28, 2014 12:22 am

reduction is range of occ erosion is surely something I'd like to see.

only if followed by option to cast it on non-mage units - otherwise its fina as it is
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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lyoda

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Re: Occult erosion

PostFri Feb 28, 2014 5:09 am

Lima wrote:
Last game ram brings the pala closer to my starting postion, I stay in my original starting position because I needed to buf scourge on kotl before he gets close to them and my mage cant follow. Next turn he uses tide of the dead > martyr > and with pala manages to reach my starting position with the occults range. Turn 2, I havent moved my mage from the starting position and I already have occult erosion on. He lost his pala by turn 3 but the dmg was done. By turn 4 i had 4 wisdom and missing every spell i cast.


I understand your point about the long range. But on the other hand, your opponent exchange as around one forth of his army to lessen the chance of your mage to get his high level spell working. It will destroy your celestial scourge damage but you should win. You have a 400 ap comp against mostly 280 Ap. With a few archer and a good defense position you should be able to handle the rest of the ram easily.
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Deep Blue

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Re: Occult erosion

PostFri Feb 28, 2014 7:51 am

btw just had to my occult erosion pala owned by the mage before even activating the ability. How? Celestial scourge x 2 + starting first usually does the trick. Activate last the mage and put it in a position so that the next turn it can move again and kill the pala (note: my pala was hiding behind a stone but you know when the mage can move 8 + 4 in the next activation and has a range of 6, it usually can be in line of sight). Lion have so many counters for it is not even funny. Also how i mentioned you can activate the stance if the spell is critical to be launched x2 times! also you with that stance the mage disengages without any consequences and can cast with the uber WIL so that he doesn't fail even with WIL 5... Think about Ram and wolven, they have a much tougher life when it comes to that but you obviously haven't tested them.
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Jigoku

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Re: Occult erosion

PostFri Feb 28, 2014 11:02 am

To answer some questions :
- warrior-mages/monks will be able to cast and walk, but they won't be able to sprint anymore if they did cast something this turn;

- exhausting touch and occult erosion will now be dispelled after the caster's death. Which means that if you manage to kill the Paladin, the lasting effects of the erosion should not be a problem anymore;

- We also increased some spells / miracles difficulties, and occult erosion was a part of them. It is not spefically directed at this miracle, though - we wanted to offer "Exalted" & "Mastery of the Arcana" as viable alternatives to the other attributes in the trees. Now, we think that you will consider them a little more seriously;

- "Primal" spells will now do damage whose force is always equal to X.
And yes, X is a lower number than your current WIL stat.
We also reduced their frequency (as well as the Seal of Dellarn frequency). This is because we feel that Primal spells should not be your main damage spells at higher levels; they will still be a nice complement for that role, though.
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