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High Priestess Changes
#1
Something I've just noticed - since the rules changed to require that hiring an HP takes 0.5 Influence, shouldn't the kingdoms that start out without a HP get a 0.5 Influence bump? That's a pretty nasty hit early in the game for some of the positions. OR was that intentional to reduce the power of those positions?

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#2
(01-14-2014, 02:23 PM)Cargus10 Wrote: Something I've just noticed - since the rules changed to require that hiring an HP takes 0.5 Influence, shouldn't the kingdoms that start out without a HP get a 0.5 Influence bump? That's a pretty nasty hit early in the game for some of the positions. OR was that intentional to reduce the power of those positions?

I have noticed that as well. It has made some of the ESO goals on influence very hard to reach.
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#3
(01-14-2014, 02:23 PM)Cargus10 Wrote: Something I've just noticed - since the rules changed to require that hiring an HP takes 0.5 Influence, shouldn't the kingdoms that start out without a HP get a 0.5 Influence bump? That's a pretty nasty hit early in the game for some of the positions. OR was that intentional to reduce the power of those positions?

That is something to consider. It does add a certain imbalance when the other kingdoms have to take a .5 influence hit on turn 1.
 Lord Diamond

Please do not take any of my comments as a personal insult or as a criticism of the game 'Alamaze', which I very much enjoy. Rather, I hope that my personal insight and unique perspective may, in some way, help make 'Alamaze' more fun, a more successful financial venture, or simply more sustainable as a long-term project. Anyone who reads this post should feel completely free to ignore, disregard, scorn, implement, improve, dispute, or otherwise comment upon its content.





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#4
Maybe lower the cost of the high priestess. The 0.5 hit is effectively adding 7500 to there cost. Or to balance with the non priestess kingdoms early on. Make the 0.5 hit happen when she dies vs hired.
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#5
And the other issue is that the fundamental problem -- that of priestesses dying -- still hasn't changed. So you could be out 18K gold, 0.5 influence, and STILL have the HP die on the first turn.
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#6
(01-14-2014, 09:33 PM)HeadHoncho Wrote: And the other issue is that the fundamental problem -- that of priestesses dying -- still hasn't changed. So you could be out 18K gold, 0.5 influence, and STILL have the HP die on the first turn.
Them womyn are fragile, you know.
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#7
(01-14-2014, 09:33 PM)HeadHoncho Wrote: And the other issue is that the fundamental problem -- that of priestesses dying -- still hasn't changed. So you could be out 18K gold, 0.5 influence, and STILL have the HP die on the first turn.

I don't want to change that until you guys have caught up with me in dead HPs. I may just be feeling sorry for myself, but I'm pretty sure my total is pretty close to the rest of you together. Smile
 Lord Diamond

Please do not take any of my comments as a personal insult or as a criticism of the game 'Alamaze', which I very much enjoy. Rather, I hope that my personal insight and unique perspective may, in some way, help make 'Alamaze' more fun, a more successful financial venture, or simply more sustainable as a long-term project. Anyone who reads this post should feel completely free to ignore, disregard, scorn, implement, improve, dispute, or otherwise comment upon its content.





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#8
(01-14-2014, 09:33 PM)HeadHoncho Wrote: And the other issue is that the fundamental problem -- that of priestesses dying -- still hasn't changed. So you could be out 18K gold, 0.5 influence, and STILL have the HP die on the first turn.

Yeah, that's happened to me a couple of times. Early on in a game (say turns 1-5) it can be a real crippler. Later it isn't as terrible.

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#9
Order # 666 High Priestess Cuts a Deal
Cost: 1 soul
HP will not die from using her abilities but will die in 5 turns after she has lost her soul

Actually I kind of like that there is risk using the HP adds to some risk reward type play of the game.
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#10
I understand the discussion but everyone knows which kingdoms get an HP to start, which ones don't- and what the chances are. So consider that when you choose your kingdom.

For a tangent: One "good" thing about it is those higher level spells that do what HP's do are now more valuable. Because honestly, power 8 spells kinda suck. Have you seen the witchlord power 8 spell list? Booooooring. Damage a city? Raise your influence? That's it? Power 8? RAISE YOUR INFLUENCE? I'm stifling a yawn. If you've got a wizard to power 8, the last thing you wanna do is raise your freaking influence.

How about teleport AND invisible an army group with one spell. I honestly see zero reason to go to power 8. What happened to advanced summoning and another level of Summon Demon?
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