Imbue Champion

This may simply be a case of me being an idiot but I can't see a drawback of imbuing all your champions. As far as I can tell it doesn't cost a mana maintenance or any other kind of penalty. If this is the case than you may as well have everyone imbued so they can cast spells.

17,714 views 27 replies
Reply #1 Top

I responded and it erased my message but basically, just because everyone of your heroes can cast magic doesn't make you a bigger threat necessarily. It gives you more options from time to time, but 25 mana is a lot in this game if you want to stay growing at a competitive pace. There are many times I could better use that 25 mana to win key quests to further my heroes abilities better than simply imbueing another hero who is a warrior build anyways.

Just my thoughts on the subject.  

Reply #2 Top

I agree with the OP. Imbueing should have some sort of maintenance cost.

I really dont see how 25 mana would be a lot.

Reply #3 Top

Quoting AdmiralDan, reply 2
I agree with the OP. Imbueing should have some sort of maintenance cost.

I really dont see how 25 mana would be a lot.
End of AdmiralDan's quote

Play the game first, then make suggestions. Imbue champion works perfectly! You have one mana pool anyway, so there is no big advantege in new caster.

Reply #4 Top

I disagree. Having multiple casters is a huge advantage over a single caster. If you have them in the same battle you can pull off insane combos that you can't with a single caster. I like how crazy powerful the magic is, don't get me wrong. I'm just wondering if imbuing multiple champions should come with a heavier price, like maintenance or an increasing one time cost. Of course, this is after a measly few hours with the game.

Reply #5 Top

Quoting juryal, reply 4
I disagree. Having multiple casters is a huge advantage over a single caster. If you have them in the same battle you can pull off insane combos that you can't with a single caster. I like how crazy powerful the magic is, don't get me wrong. I'm just wondering if imbuing multiple champions should come with a heavier price, like maintenance or an increasing one time cost. Of course, this is after a measly few hours with the game.
End of juryal's quote

Ohh, do you have multiplie casters that create insane combos? No? It because system works.

Increasing cost or maintenance will kill the fun! Because everybody will use one super caster.

I have 9 cities, 8 champions, and i dont want to imbue champions even now, when t cost 25 mana, because it is useless to imbue all champions.

Reply #6 Top

I wouldn't mind seeing the cost to imbue a champion go up maybe 5 mana or so each time you use it. Just a thought though.

Reply #7 Top

I have to side with id. It feels perfect as-is to me at the moment.

Reply #8 Top

I agree, imbue champion feels perfect as it is now. Keep in mind just because you imbue someone doesn't really mean much. You also have to level his/her magic a lot. You can't just go around imbuing low-level champions and gain totally overpowered spells.

Reply #9 Top

The current system seems fine to me.

 

 

Increasing the mana cost depending on the number of currently alive imbued champions might also be a good idea. (and if you happen to lost a champion, the cost would need to fall back)

 

Reply #10 Top

Quoting Heavenfall, reply 8
I agree, imbue champion feels perfect as it is now. Keep in mind just because you imbue someone doesn't really mean much. You also have to level his/her magic a lot. You can't just go around imbuing low-level champions and gain totally overpowered spells.
End of Heavenfall's quote

That's true. It takes a lot of levels before champions can get access to the higher tier spells. Now that I've played with it longer I think you guys might be right; it feels more fun than WoM's imbuing system.

Reply #11 Top

The no advantage thing is total garbage. Most spells are tied to a champion, and you unlock those spells by imbuing them. If you aren't imbuing every single champion you get the moment you get them you are seriously gimping your spell pool. 25 mana is also not a lot, especially if you are taking the -tactical spell cost talents on your casters, when you have reduced your big damage spells to like 2 mana your mana pool quickly skyrockets.

There's no reason not to imbue champions, 25 mana is nominal, there's no drawback, so they might as well remove the spell and have all champions join you with the ability to cast spells and their spells added to your list.

Reply #12 Top

Quoting Sanati, reply 11
The no advantage thing is total garbage. Most spells are tied to a champion, and you unlock those spells by imbuing them. If you aren't imbuing every single champion you get the moment you get them you are seriously gimping your spell pool. 25 mana is also not a lot, especially if you are taking the -tactical spell cost talents on your casters, when you have reduced your big damage spells to like 2 mana your mana pool quickly skyrockets.

There's no reason not to imbue champions, 25 mana is nominal, there's no drawback, so they might as well remove the spell and have all champions join you with the ability to cast spells and their spells added to your list.
End of Sanati's quote

 

The only issue I have with that Idea, is that it takes away from the idea that the magic that the champions cast comes from the sovereign.  It probably does make sense to do this gamewise, but the idea of the game is there are a few who are truly powerful, but they can give some of their power to others that work under them.  

Reply #13 Top

25 mana may be nothing in a long game, but it is a LOT in a small game. A quick tiny game can end in 200 turns.

Reply #15 Top

an increased mana cost for imbue per champion can balance imbue spamm.something like:

First imbue cost 25 mana

Second imbue cost 30 mana

Third imbue cost 35 mana

Fourth imbue cost 45 mana

Fifth and above cost 55 mana

what do you think about this guys?

 

Reply #16 Top

@CyanPile: The PDF is insanely outdated - most spells in that pdf work in another way now or got replaced by something else. 

So, no Imbue Champion in beta 4 at all, just Thread Necromancy +1 :)

Reply #17 Top


This was a blast from the past.  I was totally lost until I checked the date of this post.  The game has let all heroes cast magic without imbue for quite sometime.  I would actually like to go back to the imbue model.  All of the champions casting magic has made the champions too powerful.  From the front page--

 

 "Champions are similar to sovereigns in that they can have proficiency in the various types of magic. Unlike sovereigns, they are initially unable to cast spells. Before they can cast spells a sovereign has to cast Imbue Champion on them."

 

now they are just like Sovereigns.  You could take almost any Champion and use them as a sovereign as is.  Lord Xia said it best, the Sovereign is irrelevant now in game terms.  Apparently everyone has access to make.

Reply #18 Top

The shared mana pool is the natural balance to imbue. That and that you have to level the individual mage skill and mastery. Making the most use of the skills means hemorrhaging mana per battle. If you create the strategy from the start of the game, then mid- to late game you might have a ton of spare mana, but once the AI starts using magic and resistances, it won't be the cake walk it is now, and even though the AI doesn't use it, you still need to be aware of mana usage..

Reply #19 Top


I disagree, unless the AI becomes really effecient with their mana use.  By the time Champions have gotten to the mid teens in level, they are too powerful for even 4 or 5 trained troops.  Between buffs, and attack spells the trained troops are already too injured to make the battle very serious.

Reply #20 Top

Quoting KingHobbit, reply 18
now they are just like Sovereigns. You could take almost any Champion and use them as a sovereign as is. Lord Xia said it best, the Sovereign is irrelevant now in game terms. Apparently everyone has access to make.
End of KingHobbit's quote

Sovereigns are not injured (penalty) and grows into a super hero

Reply #21 Top

Quoting CyanPile, reply 21
Sovereigns are not injured (penalty) and grows into a super hero
End of CyanPile's quote
  The injury thing is the only difference.  You could design any one fo those champions as a custom sovereign, just as they are and have a Sovereign.  In some cases a better sovereign than the ones in the game.  Death needs to be an option for a champion, and I also think the injuries should be added to the Sovereign.

 

Also once you get Champions to mid teen level.  You have to do something pretty stupid to get one killed.  Like wandering into the Asag and getting trapped in a one on one fight with the that big monster.  Even still, the monster only had 40 or 50 points left.

 

Path of Mage

Level for 4 Air Mage

Affintiy

Evoker 3

plus 5 air shards

equals about 100 points of damage per turn.  If I wasn't stupid, one more lightning bolt and I could have killed a Guardian with a level 18 Champion.  Champions are way overpowered.

Reply #22 Top

I looked though a current game and I don't see an imbue spell

I do see paragon which costs 90 mana and permanently removes 5HP from the sov to give the champion a levelup. which is bloody bad.

Reply #23 Top

Quoting taltamir, reply 23
I looked though a current game and I don't see an imbue spell.
End of taltamir's quote

 

That's because this zombie thread has been raised by necromancers.

Reply #24 Top

Quoting Heavenfall, reply 14
25 mana may be nothing in a long game, but it is a LOT in a small game. A quick tiny game can end in 200 turns.
End of Heavenfall's quote

 

Well I imbue every Champ but then I only play large maps which make for longer games. Personally I would change the imbune system to only imbune those Champs that take the Mage trait (forget the name now) or just get ride of imbune all togather and allow access to spells for champs to be based on gaining the Mage trait.  That way you will have more of a distingtion between the mage classes and melee clases which you really don't have now.

Reply #25 Top

I imbue all champions because they then have the potential to get more essence as they level up, increasing the overall magical power of my kingdom. In fact, when I level up, I pretty much only choose essence and Hp bonuses as Strength and Intelligence don't seem to stack up as well. Especially when you consider how powerful spells like Curgen's Volcano are. They take a high level caster and alot of essence. 

 

Are we done talking about ancient game mechanics or do we want to troll and necro for a couple more pages?  :troll: