I hope it stays like that. The whole conversion/controlling stuff from 3 was incredible powerful and the snowballing potential was insane.
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Well one is a level 5 spell that pretty much only works once a combat is almost over the other one is a skill on a T2/3 unit (don't know which units get it) that you can use at the start of the battle and has no costs once you get the initial unit.Now hearing that indeed, Final Ultimatum is permanent.
So why isn't Seduce? Seems like a completely needless nerf (practically removal, let's be real here) of one of the most interesting abilities in the series.
Exactly. If secude is too strong, everyone needs seduce to be effective.Yesterday i went into golden landmark against two Horned Gods with an army, that contained Nymph. At first i tried automatic battle, when seeing positive result, i watched replay. At turn 2 Nymph seduced one of Horned Gods and turned it against other one, making battle trivial. You want seduce to be permanent? There would really be no other strategies, except taking Tome of Fertility as soon as possible and sending Nymphs to golden landmarks. So no, let's keep permanent mind control limited to Final Ultimatum.
Actually that is the same reason combat healing is now Temp HP.Exactly. If secude is too strong, everyone needs seduce to be effective.
The Nymph is a T3 Unit from T2 Tome.There's a solution to make seduce permanent, without it being too overpowered! limit the number of seduced units to 3 / game... so the nymph's entourage will consist of mostly an orcish brute, an elven ranger and one dwarf knight! if the nymph is tired with the dwarf knight she'll disband it and allocate that spot to seduce a 3rd one.![]()
0. Don't you mean 18 Support units and half the enemy army? Because that is what you end up with, at a 60% Seduction chance.
Main point was that Seduction is spamable. The Spell is not.
That's kind of like saying that gambling when you're surrounded by slot machines is a choice. Not so much if you're an addict and you were forcibly dragged into the casino.
There's a reason games like Heroes of Might and Magic have implemented RNG predictability by keeping the pseudo-random seed in the savegame so that reloading the save doesn't change the outcome of the next random roll. By making save-scumming useless in some situations, it eases the pain of the players that are constantly tempted to use it.
For some players it can genuinely make the difference between a game that's fun or just tedious.
It's still incredibly powerful. Turning a 6v6 into a 7v5, for example, is a huge shift in power. Especially since the AI loves to gang on exposed units, which a seduced unit almost certainly will be. This results in saving a bunch of damage that otherwise would have targeted your own units.
On the other hand: 'Seduce' specifically is a sexist mechanic problematically tied to female units only.
Well, final ultimatum has been mentioned already.
The ability is still there, just in another form. You can do it. Research the spell, fight the enemy army, keep the unit alive you want to have, make em route, use the spell.
You can still do it, and pulling it off actually means something, instead of before. Where all you had to do was click a button and get a lucky roll.
Yesterday i went into golden landmark against two Horned Gods with an army, that contained Nymph. At first i tried automatic battle, when seeing positive result, i watched replay. At turn 2 Nymph seduced one of Horned Gods and turned it against other one, making battle trivial. You want seduce to be permanent? There would really be no other strategies, except taking Tome of Fertility as soon as possible and sending Nymphs to golden landmarks. So no, let's keep permanent mind control limited to Final Ultimatum.
Actually that is the same reason combat healing is now Temp HP.
Regeneration was such a game change in Planetfall - allowing you to outlast enemies and massively upgrading your ability to take fights in sequence - everyone needed it on higher difficulties.
Seduce and convert abilities are extremely powerful. Yeah, you don't get a permanent new unit. But going from six in a stack to 7 is absurdly powerful. And while a stack of all seducing units is a bit of a poor idea, having two or three in your stack will make many fights pointless.There are tons of ways you can resolve this without making seduce a practically meaningless mechanic.
I wouldn't advocate a total removal of seduction style creatures/mechanics, especially in settings focused on human mythos and fantasy. That's whitewashing history. Now I can see a call for using more male characters in such situations and having more female characters in other roles. Triumph did have the Roy bots alongside the Emma bots in Planetfall, which I think was the right direction to take.... and it'd be nice if the VG industry as a whole could maybe grow-up and treat women like people instead of just boobies & butts.
->Taking over a unit in combat is not meaningless. It's a strong ability.
->True, but I also never said anything like that. However, why would I use the complicated one if I can use the "easy" one?
Seduce and convert abilities are extremely powerful. Yeah, you don't get a permanent new unit. But going from six in a stack to 7 is absurdly powerful. And while a stack of all seducing units is a bit of a poor idea, having two or three in your stack will make many fights pointless.
If you want the monster of unfair advantage, look at the succubus for Rogues in AoW3. Strong tier 3 flying unit in their own right that could also seduce to rapidly balloon out their army. Mono stacks of succubi were vary dangerous to almost any enemy that included units that could be seduced, even excluding the fact the units stuck around after combat. It's the same reason that lifesteal mechanics can be extremely dangerous, as they're both increasing your strength and decreasing the enemy's strength at the same time.
Exactly.That's kind of like saying that gambling when you're surrounded by slot machines is a choice. Not so much if you're an addict and you were forcibly dragged into the casino.
There's a reason games like Heroes of Might and Magic have implemented RNG predictability by keeping the pseudo-random seed in the savegame so that reloading the save doesn't change the outcome of the next random roll. By making save-scumming useless in some situations, it eases the pain of the players that are constantly tempted to use it.
For some players it can genuinely make the difference between a game that's fun or just tedious.
Doesn't mater what drawbacks the ability has.See above.
The stronger the ability, the more powerful the drawback needs to be. Succubi were too easily available and had too many tools outside of Seduce. Compare the Eldritch Horror, which had the even-stronger Dominate, but which was also a tier 4 unit that couldn't be built in cities.
You are ignoring thinks that remove resistances and similar effects here. Also debuffs to increase the chances.It absolutely won't be half the enemy army.
That 60% chance assumes no resistance. In practice, it's likely to be below 40%, possibly as low as 20%, thanks to Defense Mode (which you'll usually be in if the mind control unit wants to take it's chance, as you focus them down first) and the Warding ability of supports. On top of that, there are abilities (including support abilities) that can remove debuffs like mind controlled (and if AoW 4 removed them, that's an AoW 4 problem, not a seduce problem). And last, you can focus down the units that did succeed with their 25-30% chances (which together thus grabbed maybe 4 or 5 units total) in order to get your units back immediately. 12 units can kill 4 nymphs if those nymphs have to be close range (which is why I'm not a fan of long-range seduction in the first place).
And last, everything you're currently describing is in the game right now. The only question is whether it's present after combat as well.
Doesn't mater what drawbacks the ability has.
It either is so impactful everyone needs them.
Or so underwhelming, it is little more then another tool.
I prefer it being just another tool, like what Seduce is right now.
You are ignoring thinks that remove resistances and similar effects here. Also debuffs to increase the chances.
You are also ignoring the problem of snowballing. It used to be at least one unit every single fight when a unit had a seduce ability. That stuff added up to insane levels of units.
So lets stack just debuffs and seducing units in an army and woila we have an OP army again. Because we don't need a balanced army. We can just take units from the enemy. And they get stronger every fight.That is either true of all abilities, or no abilities at all. Either you believe that an ability can have the right power level to be useful without being mandatory, or you don't believe that. But there is no reason why seduce would be different in that regard from anything else.
I'm sorry, which units in this nymph-only army have ways to remove resistances or add debuffs to increase the chance?
My point is precisely that a nymph-only army isn't going to work. You want to seduce units reliably? Best bring some other units to help the nymph out with the debuffs you mention... Oh and look, now we do have a balanced army composition!
I have addressed multiple times that mechanics like limiting the number of units a nymph can control in total are completely fine by me, and I've given about a dozen other ways to add additional balance levers to the mechanic. Just the post you quoted from already has eight suggestions in a nice, handy list.
Also, it's an incredibly generous, to the point of completely unrealistic, assumption that every fight gets you a seduced unit, even with the implementation from prior games.
Unless you save scum, of course. But as I pointed out before, it's a single-player game; you decide what is and is not acceptable, and if you dislike the game because you're save scumming, the only change you need to make is to stop save scumming. (and if you like it with the save scumming, then by all means, go ahead)
You want Permanent Mind Control.That is either true of all abilities, or no abilities at all. Either you believe that an ability can have the right power level to be useful without being mandatory, or you don't believe that. But there is no reason why seduce would be different in that regard from anything else.
Sadly, yes. I also miss the old Charm Animal spells that let you get various wild animal units.See title.
It seems that seduce doesn't let you keep the seduced unit after combat anymore. Is this intentional? Grabbing other units like this has always been one of my favorite mechanics in the series.
Routing is hard to do in the game, unless you play Shadow and have access to morale lowering skills and spells. Most of the time when the enemy routed, they only had 1-2 units left. I think you need to bring their morale down to -60. Given that they get -10 for each ally killed, you can see how this is not possible in most battles which are against 6 or less units, unless you use morale debuffs like Despair.1. Which happens naturally in every battle.
On one hand: for some factions, it feels right and opens-up this entirely new field of play - Amazons stealing wildlife, druids charming mythical beasts. That experience is missing from AoW 4, and the game is lesser for it. The Pokemon-esque reward mechanism of leveling-up your charmed pets, which could (especially in AoW 3) give you access to TIV units early and also gave you a sense of emotional attachment to those unit. You spent the game up until then taking care of them, afterall.
Killing the mind control unit also ends the control. Given how the Nymph and the Lightbringer are rather fragile in melee, you can usually focus on them and kill them in a round, getting your hero back. If an enemy hero is doing the mind control, of course... that is harder.On the other hand: 'Seduce' specifically is a sexist mechanic problematically tied to female units only. And it is eye-rollingly swingy; one good die roll on a seduce check will instantly decide a fight (especially if that roll is against a hero). Anytime a hero of mine is seduced I just instantly reload, because it's just BS and I don't care that it's 'only' for 3 turns.
Yes, it seems to happen when you overpower the enemy army. However, it usually costs a lot more money that normal, and you can only hire the army leader.I guess we have quests now that can trigger on any marauder stack, which can serve as a good alternative to in-combat seduce to acquire units. In Heroes of Might and Magic games, with the Diplomacy skill you could often avoid combat and recruit part of the enemy force, for a steep price.
Absolutely flawless argumentation. Truly magnificent. I can't think of any way I could dispute what you said.You want Permanent Mind Control.
If you can not see how this is broken? There is nothing to discuss.
If you think they are foolish enough to go back to that? Sorry but the Devs have been down that road. And it was crap.
If you think you can do it and balance? Go ahead. Modding tools exist. Convince us with something that works.