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Should there be changes to the Wizard Tower Enchantment system?

  • No, everything is okay as it is.

    Votes: 10 21,7%
  • They should come with it's enchantment always on, for a small increase in price (100-200 gold)

    Votes: 10 21,7%
  • They should come with it's enchantment always on, for a big increase in price (500 gold)

    Votes: 6 13,0%
  • Add a Sovereign spell that can enable all of them at the same time, reducing micro-management.

    Votes: 3 6,5%
  • Have Wizards Tower be enchanted if you enable it until you disable it, taking 200 gold when needed.

    Votes: 17 37,0%

  • Total voters
    46

Hassat Hunter

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http://forum.paradoxplaza.com/forum/showthread.php?p=10295113#post10295113

1. Exactly the way they are now.
2. Be always able to attack (without regular costs), balanced by a small increase of building costs if nessesary.(+100g or 200g)
3. Be always able to attack (without regular costs), balanced by a big increase of building costs.(+ 500g or more for example)
4. Add a Sovereign spell that can activate all of them at the same time (for 200 gold per un-enchanted tower like it is now). (Direon's suggestion)
5. When entchanted, stay entchanted as long as you don't switch them of and can pay the regular costs of 200 gold when it "refreshes" (Alfryd's suggestion)
 

ItsEggrollTime

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Both Direon and Alfryd have good ideas. Either one of those would be really convenient and plausible. I don't like the other two suggestions because they change the mechanics of building wizard towers which can result in unforeseen balance issues. They aren't plausible since the beta testing period is over.
 

unmerged(169604)

Corporal
Sep 27, 2009
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Sorry, i do not agree.

I tends to build this towners on map when i know at some stage, the monster will go super aggressive and overrun my town. While all my heros are hidding in guilds i activite those towners to reduce number of monster in town until my heros dare to come out. while on peaceful time. i like these town off so as to not take up experienc point from heros.

else if it is alway on. then they believe like other towers. That not the point.
 

unmerged(166420)

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Voted 5.


Nice and convenient since its on when needed, but also keeps the fluffy paying for it to fire. Otherwise its fine as it is, can build anywhere, self repairs and you can cast spells near it, needs some cost to keep normal guard towers worth it.
 

unmerged(26464)

Colonel
Mar 4, 2004
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How about an option that lets the tower turn itself on if monsters come near and there's a spare 200 in the treasury?
 

unmerged(169164)

Lt. General
Sep 26, 2009
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Would be overpowered imo.

I am ill at ease with all the suggestions. I most use guard towers with the main goal to ease the tax collection circulation.

But arent magic towers still magically built?

I read that MP saw the use of dwarven rebuild spell as a build spell.
If magic towers are still built magically,what about magic towers that can be spammed all around the map once the shroud is removed involving no workers to build them?

What about framing a trade post/temple location with enough self building towers so that any enemy worker coming to the place is reduced to cinders?

Etc...
 

unmerged(26464)

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Mar 4, 2004
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I read that MP saw the use of dwarven rebuild spell as a build spell.
If magic towers are still built magically,what about magic towers that can be spammed all around the map once the shroud is removed involving no workers to build them?

I already do that in SP. It takes two of the dwarvern build spells to build and upgrade a trading post and two to build a dwarf tower. 1500g will build you any building instantaneously except the castle upgrades. It's easily the most powerful spell in the game.
 

Elder Fogcrow

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Originally Posted by CheeseThief
needs some cost to keep normal guard towers worth it.

I don't see how wiz towers could ever rival guard houses...

1. wiz towers currently are twice as expensive, even if you don't count the regular activation costs(which make them more expensive to operate then building dwarven towers), and nobody suggested reducing their building costs.

2.Guard houses are tax drop off points.

3.Different damadge types: wiz tower has magic attack, guard house ranged(arrows) and melee(the spawned guards)

4.in town, peasants are available(if the town isn't being currently completely overrun), who build and repair much faster then magic. To my opinion autobuild/repair is only a little advantadge far away from town (little especially besause magic buildings have such low hp) ... but whether peasants or autobuild/repair makes absolutely no difference if you have the dwarven build spell and the income to spam it.

5. guard houses don't have any pequisites
 
Last edited:

Elder Fogcrow

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Just checked ingame: a wizard tower needs 4 attacks to kill a lvl5 wolf, and 7 attacks on a serpent.
to my opinion this means that even option number to wouldn't result in overpowering them.
They wouldn't even get close.
 
Last edited:

WaltherModel

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Have Wizards Tower be enchanted if you enable it until you disable it, taking 200 gold when needed.

I voted for that, because of the nature of Wizard's Towers, it would seem cheap to have them forever with auto-attack, it would make it too similar to guard towers, and I want more flavor and differences between buildings and in game in general, not less.

Having an auto-pay thing would be nice for less micromanagement, as the pace of the game can be pretty fast, more so than M1. But the basic concept and principle behind the wizards towers should remain.

I havn't noticed, but is the spell radius still in effect with wizards towers? like they extend the wizards guilds majesty spells range?
 

WaltherModel

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Not exactly, when you can a wizard spell, the price changes with the distance from the closest Mage guild or tower. You see the price on the cursor icon.

Ah, thanks :) So in a more indirect way they help with price control. Makes sense.
 

Analad

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Right but for me that spell was too powerful. I know the price is elsewhere ie to have a chain of towers allowing a tower close enough. But as I explained I never liked the effect of this on the land, mood breaking.
 

Elder Fogcrow

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In the role where I see them, wiz towers don't really need a switch on/off option, guard towers on the other hand could use one (without attatched new drawbacks of course).

In M1 I sometimes choose not to research arrows because I sometimes need a tax drop off point that doesn't steal experiance from my heroes.

I think in M2 such an option would be even more usefull.
 

unmerged(169164)

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Sep 26, 2009
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Towers with arrows are more effective than towers without arrows.

First, in Majesty, the guard is not that efficient. It is more to keep monsters at bay. Hence the research of veteran guard.
Once the guard is dead, he does not respawn that fast and in all cases, the guard comes from the castle to the tower. Leaves more time to farm around.