[0.981] Slaves

Slaves cost 15 production. So you can build 1 slave per season if your city has 4 materials. You can build first slave in season 2. Cheap slaves are very useful. They can be scouts, cannon fodders and victims of sacrifice. Moreover slaves don't require wages. Imho overpowered.

2,316 views 11 replies
Reply #1 Top

All races have their "overpowered" speciality. The Resoln death deamons, the Altar can buy quests and hyper level heroes, Tarth not being attacked by monsters +++

So, when all are overpowered, then none are :d

Reply #2 Top

Maybe you are right.

Reply #3 Top

Joasoze  - I agree.  It breaks down though when custom factions can have more than one of those overpowered abilities.  In my opinion, there should be a list of "OP" traits that you can select one of, and then a list of play-style traits that you can select more than one of.

Reply #4 Top

I dont play custom sovs, and if I did I would not make a super race. That is cause I like to fight against the odds and usually fail. Victory is then all the more sweet.

Reply #5 Top

The problem is that some powerful abilities are paired with the race itself, while others are not.  Trogs have juggernauts, Ironeers have Golems, Men have Henchmen, and Quendar have Slaves, always.  I could make a Quendar nation that has all the monster summoning of Rsolin and the master scouts of Tarth, with the Slaves I get from being Quendar.  

 

The problem is the weakest races, like the Wraiths and Paridens(can't remember what they are called, A-something) are grossly weaker and at a huge disadvantage to something like a Trog who gets a strength bonus to wear heavier armor and have a higher attack along with having Juggernauts before they even choose nation traits.

 

I'm sure I didn't spell any of that right, hope you got the idea.

Reply #6 Top

Just to derail this totally: Has anyone actually found a use for henchmen?

Reply #7 Top

Quoting joasoze, reply 7
Just to derail this totally: Has anyone actually found a use for henchmen?
End of joasoze's quote

 

I find them pretty useful as aditional heroes.  They can also cast things like heal spells and haste, along wiht using good hero gear.  I find them pretty useful.  Not real powerful, but as they level they can be pretty solid.  Although Sions on the other hand seem totally worthless, they level as heroes, but don't gain magic or use gear, so they are almost complety impossible to keep alive to level, and without gear they will always suck.  

Reply #8 Top

Quoting joasoze, reply 7
Just to derail this totally: Has anyone actually found a use for henchmen?
End of joasoze's quote

 

Henchmen are amazing!  I use my sovereign and quest-map powerlevel two tiers:

The first set of 4 or 5 I take to level 7 or 8 (takes 1-3 turns depending on the quests you get) and go path of the governor.  They'll usually have 3 talents among Loremaster and Merchant, so each one will be worth 1-2 research and 2-5 gildar, plus 2 growth and 15% unrest.  

The second set I'll train as border patrol pairs - one swordsman and one fire mage (buy the fire books from Pariden to give them the real talent, not the fake one).  I'll get them to level 10-12 each, and put one pair with each defensive army I have.  Usually takes 4-5 turns of quest map powerleveling.  With the quest map leveling, the swordsmen will have either a Druss Blade or the Maul one and the fire mages will be archmages and able to throw out huge damage fireballs.  Even without support troops they'll crush pretty much anything.

The greatest part is that they don't cause xp to be split.  I have have a party of my sovereign and 5 of them and it's like I have 6 champions in my army.  

See my post 

https://forums.elementalgame.com/430502

for an amazing henchman.  He eventually got to 90-something attack pre-buffs, and over 600 with the buffs.  2-shot an elemental lord and would 1-shot dragons.  

Reply #9 Top

Quoting Lord, reply 6
The problem is that some powerful abilities are paired with the race itself, while others are not.  Trogs have juggernauts, Ironeers have Golems, Men have Henchmen, and Quendar have Slaves, always.  I could make a Quendar nation that has all the monster summoning of Rsolin and the master scouts of Tarth, with the Slaves I get from being Quendar.  

 

The problem is the weakest races, like the Wraiths and Paridens(can't remember what they are called, A-something) are grossly weaker and at a huge disadvantage to something like a Trog who gets a strength bonus to wear heavier armor and have a higher attack along with having Juggernauts before they even choose nation traits.

 

I'm sure I didn't spell any of that right, hope you got the idea.
End of Lord's quote

I pretty much agree, that the picks and races are way out of balance, I would hope for a fix but any talk of this have had little backup or changes seen from betas.

Sincerely
~ Kongdej

Reply #10 Top

They need to remove the HP penalty from pariden and resolin races, and then maybe give each race a special unit(like the henchmen, juggernauts, golems, slaves) to make each race balanced.  OR give a race that doesn't have a special unit, a third point to spend when designing their nation.

Reply #11 Top

Quoting Lord, reply 11
They need to remove the HP penalty from pariden and resolin races, and then maybe give each race a special unit(like the henchmen, juggernauts, golems, slaves) to make each race balanced.  OR give a race that doesn't have a special unit, a third point to spend when designing their nation.
End of Lord's quote

I would LOVE to see each race have special units only available to them, start with the premade races then rebalance the racial blood and trait picks so its "somewhat" balanced afterwards.

Sincerely
~ Kongdej