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August 22nd, 2011, 08:38 AM
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National Security Advisor
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Re: Endgame Diversity Mod - v1.2 released
The Asynja seems to get a lot of comments, but half of them discuss how massively OP she is and half say how she is hopelessly weak. It's hard to know what to make of the controversy. I guess the implication is that she's strong situationally - which is exactly what I'd hope for.
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August 22nd, 2011, 03:31 PM
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Captain
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Re: Endgame Diversity Mod - v1.2 released
After having played a bit with this mod, my conclusion is that three summons stand above the rest and warrant nerfing. The three are:
1) Asynja being the only SC that can teleport and go into hiding. It's one thing to have a 15hp thug do it, but quite another to have an 85hp titan capable of destroying entire armies or dealing with enemy SCs do it. I think a price increase is in order.
2) Grendelkin mostly because of the enormous hp value. Huge hp equals huge regeneration, which makes killing a grendelkin quite difficult. I believe that fewer grendelkins should be roaming around and recommend a price increase, especially as water gems have fewer efficient uses than most other types of gems.
3) Shishis are inexpensive units that can raid very effectively with little investment in terms of items. I like these cheap raiders, but perhaps they are too effective? How about increasing their encumbrance to 2.
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August 22nd, 2011, 04:08 PM
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Second Lieutenant
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Re: Endgame Diversity Mod - v1.2 released
Quote:
I guess the implication is that she's strong situationally - which is exactly what I'd hope for.
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Either that, or she goes from useless to overpowered depending on the path she got. Asynjas are a 35 gem... gamble. The average price may be right, but... the useless versions are worth about 20, or even less, while the better ones might go to 50. As they are now, gambling your end game on SC which might just be useless is not fun. Especially since air gem have got reliable use.
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Last edited by kasnavada; August 22nd, 2011 at 04:18 PM..
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August 22nd, 2011, 06:04 PM
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Re: Endgame Diversity Mod - v1.2 released
I can't bother to read through 40 pages of this thread. Can someone sum up the reasons why Asynjas would be considered hopelessly weak?
The last poster is far off comparing them to recruitable mages. First of all, more hp makes all the difference. Caelum or Vanheim thugs can be killed with a single shot and thus will rarely be fully equipped as that risks a lot of gems. Secondly, more regen is important as mistform is really only meaningful against pd and conventional armies. A successful magical attack pops it immediately. Other higher stats such as attack and defence are also important, especially for the anti-SC role. Finally, flying cannot be compared to stealth. Stealth is one of the most powerful unit abilities in game, so powerful, in fact, that there is no spell or item that grants it.
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August 24th, 2011, 03:14 PM
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Second Lieutenant
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Re: Endgame Diversity Mod - v1.2 released
Quote:
Can someone sum up the reasons why Asynjas would be considered hopelessly weak?
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The main point in my opinion is that if you do not get a variety of paths, it has NOTHING to make it efficient as an SC with equivalent HP, or to help her survive any given situation, except glamour. It does not even get some resistance to an element. So, basically, you need a complete set of item to boost it to do whatever you'd do with another SC (even a cheaper one) for a lesser cost. Depending on what you're setting her to do, a thug with 20 gem worth of equipment might do better for a fraction of the "gemcost".
I do not know why other find them weak, there may be other reasons.
__________________
Often I must speak other than I think. That is called diplomacy.
* Stilgar
Show me a completely smooth operation and I'll show you a cover up. Real boats rock.
* Darwi Odrade
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August 24th, 2011, 09:10 PM
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General
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Re: Endgame Diversity Mod - v1.2 released
Psycho - the main argument has been something like: they're too expensive for what they do, they are basically glorified raiders, other things can raid more cheaply, they're not tough enough to use as SCs, they can be mind hunted, and "I'd rather summon shishis." I think most of that conversation was on dom3mods anyway.
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August 26th, 2011, 09:51 AM
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Major General
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Re: Endgame Diversity Mod - v1.2 released
Any thug, regardless of gear, is hardly better than an Asynja. Flat out, due to her good stats and base equipment, she is better (and much cheaper) than any equipped thug raiding vice.
Personally, I don't think any of the Asynja paths are useless,
-more air for a glamor unit is always good, and she has a freakish defense as it is
-earth gives options of protection buffs and more reivnigoration
-blood can be used for blood vengeance
-and the death (least useful path imo) can be used as spellcasters, wailing wind
I agree with what rdonj said, shishis are better price vice but that's because they're far too cheap for what you get.
However I wouldn't call Asynjas hopeless or bad in any situation nor are they worse than other SCs. The glamor they have + very high defense, which can also be increased, + a luck pendant makes them extremely hard to hit. Even an SC with quickness and gloves of the gladiator would have a hard time hitting her, that is if he manages to catch the Asynja.
Sure, lack of resistance can be a problem, but it's a problem for anyone.
The only SCs you can really protect from elemental damage are Tartarians anyway.
Same goes for mind hunt.
Basically, a stealthy, teleporting unit, with great stats and great base equipment that can capture 3 provinces in 2 turns and not even be intercepted by anti SCs can hardly be considered underpowered or situational, but that's just me.
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August 26th, 2011, 02:34 PM
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General
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Re: Endgame Diversity Mod - v1.2 released
I was just summing up the arguments for why people keep calling the Asynja too weak, personally I'm more in your camp myself  I've been arguing with them since day 1 that asynja aren't nearly as bad as they think.
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"Easy-slay(TM) is a whole new way of marketing violence. It cuts down on all the red tape and just butchers people. As a long-time savagery enthusiast myself, I'm very excited about the synergies that the easy-slay(TM) approach brings to the entire enterprise." -Dr DrP
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August 26th, 2011, 05:33 PM
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Re: Endgame Diversity Mod - v1.2 released
"...that can capture 3 provinces in 2 turns and not even be intercepted by anti SCs..."
Would you care to explain that bit?
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August 26th, 2011, 06:38 PM
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Major General
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Re: Endgame Diversity Mod - v1.2 released
WL, I would have thought that an experienced player such as yourself knew that little trick, but I guess the rabbits been in the hat long enough.
Simple, Asynja is stealthy which allows her to move undetected and sneak out without being caught right?
Now, something that people might know from remote province attack spells such as GR or Horrors is that a stealthy unit set to move will join in on the attack of the province he's moving from if that province is attacked during the magic phase.
So basically an Asynja that is hiding can be set to attack both the province she is in and the province she is moving to if you cast a simple enough spells such as arose hunger for example. 
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