Jolly Joker wrote:No, I don't have a problem with Academy as well.
With the new spell costs in a big battle and with MotW used you may run out of spell points - which you shouldn't, so the ability isn't so bad. However, it's probably an ability that isn't used often - not in the course of the normal game, at least.
How about something like adding a function to that? Call it something like "artifact management" which would allow consuming or replacing (changing it from one stack to another in battle)?
A few comments:
1) Artifacts cannot actually be built until very late in a very big map. The racial skill cannot be brought into play on big maps until the map is pretty much over. Artifacts cannot be built on maps smaller than big.
The wizard also has to make long journeys back to his castle not only to learn spells (when he can finally build his guild up) but also to make artifacts (late in the game on very big maps.)
Resources continue to be important throughout the game. You have to build up other castles in order to be able to garrison them with troops to keep them from being reconquered by the enemy. So even on the larger maps you have to decide wether to build artifacts or garrison the towns you conquer.
2) The wizard, who is totally dependent on magic (his attributes are firstly knowledge and as a distant second spell power) cannot build the mage guild fast enough to learn the spells he needs early. The wizards will have only level 1 (or 2 at the most) spells for at least the first month. Higher level spells will come later. That is not good for a faction that relies on magic.
Knowledge and spellpower do not directly help your troops like attack and defense do. The only way a wizard can actully help his troops is to be able to cast good spells.
Yes, you can sort of play a might character by playing the golem specialist since he increases the attack and defense of his golems, but if you want to play might there are other factions much better for that and the wizard should not be forced into taking only one heroe, otherwise delete all the other mightless "wizards" and rename the heroe class something other than "wizard."
3) The 1.3 patch continued the course of weakening the wizards primary magic school, summoning magic. The summoning school was already the weakest school before the nerfing of the last 2 patches.
One of the most powerful spells in the wizard's secondary magic school, light magic, does not affect 2 of the wizard's troops. I am of course speaking of resurrection and the inability of golems and gargoyles to be resurrected.
4) Master gremlins now have a mostly useless ability after being nerfed. Overall the wizard's troops are weaker than other towns troops, based on the premise that somehow the wizard will supplement them with creature artifacts I suppose.
5) I use MOTW. Most academy players use MOTW. It is a wizard staple. But it was nerfed in 1.3 in Nival's ongoing assault on wizardry. Mark of the wizard is now limited to only one at a time. Strange to continue to nerf what was already the weakest of factions.
6) Early rare resource cost increases has made it too hard for the wizard to build his creature dwellings. As has been pointed out above.
It will be interesting to see what the next patch brings.
Edit: Oh, I agree that consume artifact is useless. However, a skill like artifact management will not help the wizard.
1) The wizard has trouble ever building artifacts to begin with.
2) Wasting a turn to take the artifact from one creature to another would never be a good choice.
3) Artifacts are designed with specific creatures in mind.
GOW
Frodo: "I wish the ring had never come to me. I wish none of this had happened."
Gandalf: "So do all who live to see such times but that is not for them to decide. All we have to decide is what to do with the time that is given to us."