![]() ![]() I noticed some summon spells get full movement/AP right away. Also, the siege projects that summon dogs / zombies get hit really hard by the lack of first turn movement, causing the summoned units to lag behind the rest of the army. For units with summon skills I think a good solution would be to allow summons to be placed a 3 or 4 tiles away. Almost like a precious turn of the summon is wasted. Combine that with summon actions usually taking full action points AND that they have to summon right next to the summoner feels really limiting. ![]() Most notably, summoned units usually don't get to move on their first turn. But the new implementation has some issues, a lot of which comes to down consistency and utility. They were pretty darn powerful, and in general I think this was a reasonable solution. A powerful enough sorceror can summon armies of powerful units faster than most cities can.First off, I think making combat summons disappear after 3 turns is a good idea. Sorcerors have access to only one class specific unit, but can summon a variety of powerful creatures. ![]() The sorceror relies heavily on spellcasting for both defense and offense, and can employ skills and buildings to help accrue mana to that end. The Sorcerer wields a wide arsenal of combat invocations and unit and domain enchantments. Seeking to unravel the mysteries of cosmos, they’ve learned to directly tap into the mana currents and wield magic in its purest form.The Sorcerer summons magical creatures ranging from shock Wisps to extra-dimensional Eldritch Horrors. After the ascension of the ancient Wizard Kings at the end of the Second Age, a new breed of magicians, called Sorcerers, claimed power. ![]()
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