Chilling Bones: insanely useless
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- Pixie
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Chilling Bones: insanely useless
I have just finished the Dungeon campaign- but looking back at the Necromancer levels, I can't help but feel angry at how useless the Chilling Bones ability was! Playing with Markal, I acquired the ability with great anticipation, only to be greatly let down. Has it aided any of you guys in any way? The most I'd get out of it was 5-10 extra damage! I had quite a large number of troops as well, so I was puzzled at how little damage it did. I thought the Demons' Hellfire ability was much more useful (even though it would drain mana at an annoying rate).
- ThunderTitan
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Well i'm so glad they didn't take the middle road with this ability. Either useless or overpowered is always the way to go.
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- Gaidal Cain
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- DaemianLucifer
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I don't think a logarithmic function is really good in this game.
For example let's say I have 100 archers: ln 100=4.6.
If I have 200 archers: ln 200=5.3.
Not a lot of difference. And if you add a constant a to both examples the difference is still the same.
That was the problem when fighting mages: 2 or 16 would in both cases hurt my cavaliers.
For example let's say I have 100 archers: ln 100=4.6.
If I have 200 archers: ln 200=5.3.
Not a lot of difference. And if you add a constant a to both examples the difference is still the same.
That was the problem when fighting mages: 2 or 16 would in both cases hurt my cavaliers.
- Cunning Death
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that's the point of logarithmic function: the order of magnitude is the deciding factorBardolph wrote:I don't think a logarithmic function is really good in this game.
For example let's say I have 100 archers: ln 100=4.6.
If I have 200 archers: ln 200=5.3.
Not a lot of difference. And if you add a constant a to both examples the difference is still the same.
That was the problem when fighting mages: 2 or 16 would in both cases hurt my cavaliers.
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- DaemianLucifer
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But that is exactly the point.The damage done by chilling bones shouldnt rise to quickly,so logharitmic raise of that damage is quite nice.Lets say it rises from 1 to 10 damage for 1 to 10 creatures,then it raise to 20 damage for 100 creatures.Then it raises to 40 damage for 1000 creatures.Not too powerfull,yes,but neither weak like now,neither overpowering like before.As for spellcasters,they should use linear functions since now its much better to divide your casters,which is dumb.Bardolph wrote:I'm just saying that 100 and 200 archers shouldn't do similar ice damage,
and 2 or 16 mages shouldn't do similar magic damage for flavour reasons.
- cornellian
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In one (out of four) of the MP games I played so far in HoMMV, I picked up Sylvans and made 1 stack of Hunters and 6 of druids for my main hero against my necro opponent (playing w/ Lucretia as main hero), while the rest of my army went harassing his economy.. He never knew what hit him in the battle as undead can't close in in a turn and 6x10 druids do 4 times the damage of 60 druids which is plain stupid.
Yes it was an abuse of the game mechanics and I am not proud of it, but it also goes to show that people can turn this log calculation to their advantage pretty easily.
Yes it was an abuse of the game mechanics and I am not proud of it, but it also goes to show that people can turn this log calculation to their advantage pretty easily.
Couldn't explained it better myself.He never knew what hit him in the battle as undead can't close in in a turn and 6x10 druids do 4 times the damage of 60 druids which is plain stupid.
We need some incentive for grouping troops together, making big stacks of creatures not the other way around.
I think the game's logic should be that the troops that are together cooperate and make more damage than the same troops separated out of reach with each other.
Just because it is Nival's decision doesn't make it the best.
I ditto that 100%.Bardolph wrote:Couldn't explained it better myself.He never knew what hit him in the battle as undead can't close in in a turn and 6x10 druids do 4 times the damage of 60 druids which is plain stupid.
We need some incentive for grouping troops together, making big stacks of creatures not the other way around.
I think the game's logic should be that the troops that are together cooperate and make more damage than the same troops separated out of reach with each other.
Just because it is Nival's decision doesn't make it the best.
- PhoenixReborn
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- PhoenixReborn
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Well I found a use for chilling bones.
I was fiddling with duel tonight and I took Orson who has chilling bones and fought against Raven who has lots of spells. Raven used phantom forces a good deal but when he attacked with the phantoms the chilling bones magical damage dispelled the phantoms.
Nice.
I was fiddling with duel tonight and I took Orson who has chilling bones and fought against Raven who has lots of spells. Raven used phantom forces a good deal but when he attacked with the phantoms the chilling bones magical damage dispelled the phantoms.
Nice.
- Sir_Toejam
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whatever the weak-ass formula is for chilled bones is the same they used for fireshield.
both are ridiculously underpowered.
the whole point of fireshield in previous Homm games was to make players with lots of melee stacks think twice about attacking creatures with fireshields.
Efreets used to be something at least a bit scary from that perspective, and i never heard anybody say that fireshield in that instance was overpowered.
why not just use whatever the old formula was for fireshield?
both are ridiculously underpowered.
the whole point of fireshield in previous Homm games was to make players with lots of melee stacks think twice about attacking creatures with fireshields.
Efreets used to be something at least a bit scary from that perspective, and i never heard anybody say that fireshield in that instance was overpowered.
why not just use whatever the old formula was for fireshield?
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