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May 27th, 2007, 05:39 PM
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Second Lieutenant
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Join Date: Oct 2006
Location: Winnipeg, Canada
Posts: 566
Thanks: 8
Thanked 9 Times in 7 Posts
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Arcane Nexus
Is not the Arcane Nexus spell overpowered?
I would feel guilty casting it in a multiplayer game. It seems if you are able to hold it without being dispelled for at least 2 turns, you have a definite win.
How much much astral gems per turn could a nation on average get from that spell?
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May 27th, 2007, 05:42 PM
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Brigadier General
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Join Date: Oct 2006
Location: Northern Ireland
Posts: 1,923
Thanks: 2
Thanked 5 Times in 5 Posts
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Re: Arcane Nexus
It is generally considered the most powerful global spell in the game(i would probably put forge of the ancients at second) in all but the smallest games. With so much magic flying around late game having it up for even a single turn will probably net you some profit and the only real disadvantage in multiplayer is that it pretty much lights you up as the number one target for most nations.
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May 27th, 2007, 05:45 PM
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Major General
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Join Date: Sep 2006
Posts: 2,198
Thanks: 90
Thanked 32 Times in 22 Posts
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Re: Arcane Nexus
I think spells like Arcane Nexus are needed to bring a end to long games.
Really, lvl 9 spells should be extremly powerful.
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May 27th, 2007, 05:53 PM
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Second Lieutenant
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Join Date: Oct 2006
Location: Winnipeg, Canada
Posts: 566
Thanks: 8
Thanked 9 Times in 7 Posts
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Re: Arcane Nexus
Yes lvl 9 spells should be powerfull, but Arcane Nexus makes all other 9th level spells seem small.
Once you case Arcane Nexus, you would have the gems to dispel any other global enchantment out there, and you control all the globals. Arcane Nexus would be balanced with spells utterdark, or Natures Bounty, if the gems that you get from Arcane Nexus weren't the same ones you can use to dispel other enchanments.
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May 27th, 2007, 06:10 PM
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Captain
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Join Date: Nov 2006
Location: Sweden, Ume�
Posts: 991
Thanks: 5
Thanked 1 Time in 1 Post
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Re: Arcane Nexus
Quote:
It is generally considered the most powerful global spell in the game(i would probably put forge of the ancients at second) in all but the smallest games. With so much magic flying around late game having it up for even a single turn will probably net you some profit and the only real disadvantage in multiplayer is that it pretty much lights you up as the number one target for most nations.
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I would take gift of natures bounty any day over forge of the ancients (atleast if im using a decent dominion value). Arcane nexus is indeed absurdly good, but the other nations tend to alliance themselves against you.
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May 27th, 2007, 06:13 PM
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Brigadier General
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Join Date: Oct 2006
Location: Northern Ireland
Posts: 1,923
Thanks: 2
Thanked 5 Times in 5 Posts
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Re: Arcane Nexus
I would maybe consider the gift better at 8 dominion or higher but, particularly if you have diverse magic, the forge is a very, very powerful global(research items, boosters, spell casting items, clams and of course equipping SCs. The bonus magic levels for forging also help alot)
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May 28th, 2007, 03:29 AM
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Colonel
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Join Date: Dec 2006
Location: Dallas, Tx
Posts: 1,712
Thanks: 0
Thanked 3 Times in 2 Posts
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Re: Arcane Nexus
I only play in big games - an personally I think AN is overpowered. It simply doesn't scale well and overshadows everything else. It's biggest problem is that in big games all you need to do is get it up for a couple turns and you have enough pearls to cast it again if it is dispelled. When the game devolves into simply keeping one specific spell up or bringing it down it isn't much fun.
Forge of the Ancients is also overpowered IMHO, but not to the game crippling extent that AN is.
P.S. The spell is also bugged in that you get pearls for everything forged/cast on the first turn you cast it.
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May 28th, 2007, 05:20 AM
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Major General
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Join Date: Sep 2006
Posts: 2,198
Thanks: 90
Thanked 32 Times in 22 Posts
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Re: Arcane Nexus
I would really, really hate to lose such great spells as the forge of ancients and arcane nexus.
I think if globals are changed to give the effect the turn after being put up instead of the same turn. This gives a extra turn to dispel or replace arcane nexus.
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May 28th, 2007, 03:35 PM
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National Security Advisor
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Join Date: Dec 1999
Posts: 8,806
Thanks: 54
Thanked 33 Times in 31 Posts
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Re: Arcane Nexus
Good idea, Megablob.
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May 28th, 2007, 03:53 PM
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Lieutenant General
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Join Date: Mar 2004
Location: Albuquerque New Mexico
Posts: 2,997
Thanks: 0
Thanked 0 Times in 0 Posts
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Re: Arcane Nexus
I disagree that Forge of the Ancients is particularly over-powered, since it's been seriously nerfed in Dom3 (don't think the CB mod could have changed it). When it boosted every magic path, regardless of whether or not the mage had anything in it, it was very powerful, allowing nations access to multi-path items they normally couldn't get.
But now, it simply an F1 mage to forge F2 items, as opposed to being able to forge F2D1 items (for example). Having casted it in a recent game, I was underwhelmed - yes, you forge things for half price, but are still very limitted in what you can forge, if playing a nation without much of a range in magic paths.
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