![]() ![]() Originally posted by Iguana-on-a-stick:I sort-of agree, but since Arcane Binding only works on magical or summoned units, the point is mostly moot anyway, because all summoned units disappear if you mind control them. (It'd still work automatically on the tactical map.) If it's considered overpowered that Arcane Binding can't be resisted, a solution might be to implement a resistance check AFTER combat ends, and the player only getting to keep the unit if it fails its resistance check. The difference is that this also happens when you use Arcane Binding on a non-summoned unit, which indeed is strange. This happens whether you use Arcane Binding or any other ability, like Befriend Animal on a summoned boar, or True Resurrect on an enemy elemental. So he just dismisses the spell, and poof goes the summoned units. If they get mind-controlled, you control the unit, but the enemy (AI or otherwise) is still the one who cast the summoning spell in the first place, and so is still paying the mana upkeep. I sort-of agree, but since Arcane Binding only works on magical or summoned units, the point is mostly moot anyway, because all summoned units disappear if you mind control them. ![]() As far as I am concerned, balance it how ever you want as long as it is consistent with the rest of the game. In short, this discussion is not about whether Arcane Binding is too weak or strong. Just to clarify, I am NOT talking about game balancing, whether Arcane Binding is too cheap to research/cast, whether Arcane Binding should have a success chance instead of always successful. However, I highly doubt the game needs a new effect that is so similar to mind control in so many ways. If Arcane Binding is a new and different type of effect from "Mind Control", it should clearly say so. Spending time memorizing the exceptions to all the game concepts is not perticularly a fun process. The last thing we want is to increase the dificulty of player learning AOW III. This is about the consistency of game concept ("Mind Control" in this case). I believe this has to be a bug that needs to be fixed. ![]() This inconsistency caused many players to be puzzled and/or frustrated, myself included. The Unit would disappear after the battle as if it were killed. However, when it comes to 4, things become strange. After all, Arcane Binding fits 1~3 perfectly okay. Looking at the effects of Arcane Binding, one may suspect it is also a "Mind Control" effect. If the unit leaves the battlefield or if the battle ends while the unit is controled, it permenantly becomes yours. Besides, units with Mind Control Immunity also can not be controled.Ĥ. This is why a unit who is immune to spirit damage would never get controled. The enemy unit must fail to pass a spirit check. In order to successfully control an enemy unit. Dominate is the only one that has a turn timer while other effects can last indefinitely until the controller is killed, or the effect dispeled (with "dispel" or "break control").ģ. While the mind control effect is active, you can use the unit as if it's yours (moving/attacking/using abilities). They all let player take control over a single enemy unit. They all have limited and usually different sets of valid targets, some are clearly explained, some are not so much.Ģ. In case you are new to the game, there are a number of "Mind Control" abilities:īefriend Animal, Control Undead, Charm, Convert, Seduce, Dominate, Necromantic Auraġ. ![]()
0 Comments
Leave a Reply. |