New magic mana pool vs old magic essense per unit along with mataince cost of allies

ps. I probly wont be able to reply becuase I always get the germlins have stolen your message can not post it when ever i try to reply to a topic on the forums here, seems like i can only creat topics ha.

so I have been playing the new 1.10 and comparing magic use to the old ones be honest I feel that magic seems to have gotten nerfed, in way where I do not use magic hardly at all in combat it just seems point less to have I do way more damage kill way more units with just my lord adding stats to his stregnth health and dex for example yes with storm spell I can do 10 damage but it takes my whole movement vs I can attack 4 people and do same amount of damage it make more senes to attack 4 times and do 10 points of damage 4 times vs doing it once I like how befor you could incress you action points like you can your dex and stregnth and I liked how diffrent magic used so many action points so some spell would take more or less action points allow you to cast spell more times if you had more action points but at same time you where spending skills on those action points so that was less could go into your health it seemed blance to me but owell thats gone now.

 

I also do not really care for the magic pool, it was neat idea but way it is implmented seems kinda shabby, for example you get 3 mana each turn well I dont use magic much so I research this stuff creats more mana per turn by why should i care.

by time I am 50 turns or 40 turns into the game I usally have magic pool of like 500k or some high number that might as well say unlimited mana.

it also takes away from the feeling that heros where important, as magic users, senes now heros no longer have there no essence losing them seemst o make no big deal speacily when you have liek 15 heroes in your army and any one of them can cast magic by imbuding some of your turn by turn mana to them.

if you lose them who cares.

I do like how intellegnce is required to cast certain spells that was neat add on.

 

I kinda wish there was option in game mod that would allow me to turn off the mana pool and to go back to esscen per hero.

yes  I know you take time leveling up units to creat higher Int and thats what makes them important but not really senes you can just power level them with higher units attack big monsters and then exprince just trikels to them in three combat turns you can gain levels needed to make them important for int.

 

yes I know you could do same thing with the old way of doing it when each unit got there own mana pool but like i said it just felt more personal.

i guess to me the mana pool as it is seems broken as it play no role in any of my games as in amount of mana i have never matters, becuase i always have way more then what i need no matter what.

Also anthere issue is matiance of units, I ntoiced that units that you can buy like spiders or dragons do not seem to cost you matinace ? but units you build like soldiers do.

my last game I did not bother building any soldiers except at start, after i got allys like spiders and darklings i just used them becuase i could have unlimited amounts of them and it did not seem to effect my income.

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Reply #1 Top

Hear Hear!  I miss the 'old days' when I was scraping together mana for that Fire Giant I wanted to summon, and needed to bump up my essence pool enough so I could summon him in the first place!

The problem with the old system is that the late game multipliers stacked up too quickly/aggressively, so you mana pools size went through the roof.  a pool of 25 Essence is challenging/interesting.  A 150 Mana pool is just cheese.  Reducing the percentage bonuses would have 'corrected' this issue.

A check box to choose between Global and Individual Mana would be nice, especially for mods!

 

As for the 1000+ mana I regularly end up with in my Mana pool lately, well that's just silly.  And Intelligence isn't enough of a 'deterrent' for my hero casters - a few levels of monster hunting and they can usually boost INT up to where most spells are usable.

Reply #2 Top

I still think a combination of the two systems would have been a more interesting solution.

Have sovereigns use the global mana pool, whilst offspring and imbued champions have their individual mana pools. The loss of the essence stat didn't bother me, because you can easily simulate essence in a better way.

For example, an imbued champion takes up mana upkeep per turn to remain imbued and be able to cast spells with their own individual mana pool. If you like the concept of the sovereign imparting some of their essence to a champion (ala Sauron), it can be done in a better way. Let's say that an imbued champion can be empowered by the sovereign at a significant and permanent cost of stats (i.e. reduced INT, or STR or DEX, whatever), and this constitutes a loss of 'essence' as the channeler has permanently imparted a portion of their power into the imbued champion.

The empowered champion then has access to their own accumulating mana pool (similar to the global mana pool) but with a maximum limit. The empowered champion also gets one of your cities assigned to them as their capital (ala The Nazgul Witch King at Minas Morgul), and has their personal power augmented by the improvements of that city.