Conquest of Elysium 3 is an old school fantasy strategy game. You explore your surroundings conquer locations that provides the resources you need. Resources needed vary much depending on what character you are, e.g. the high priestess need places where she can gather human sacrifices, the baron needs places where tax can be collected and where iron can be mined. These resources can then be used for magic rituals and troop recruitments. The main differentiator for this game is the amount of features and special abilities that can be used. The game can be played on Windows, Linux (x86 and raspberry pi) and Mac OSX (intel and powerpc).
Posts | ||
---|---|---|
Is Enchanter Too Weak? | Locked | |
Thread Options | 1 2 3 | |
Apr 19 2012 Anchor | ||
1) Nothing good in regular recruits. Just regular human troops and a rare wizard at times. 2) Enchanter depends on iron HEAVILY. All summons require huge amounts of iron (and an equal amount of gold). It's not easy at all to get all that iron unless you're very lucky. No other special to resource to rely on either so if you don't have tons of iron around, you're basically screwed. 3) Almost all summons and upgrades consume the resource structure you cast it on. This is the killer penalty in my opinion. Not only you have to acquire huge amount of iron/gold resources since you're consuming them when you summon something you have to acquire new resources constantly or your income basically erodes to nothing. I have not played all 17 classes but most other classes don't have this consume penalty. They just happily keep summoning strong troops relying on some secondary resource and without consuming the said source. It looks like the Enchanter is at a serious disadvantage here. 4) Not only you have to consume your resource structure when you summon something that's any good, the things you summon are constructs that never heal. While other classes' strong summons heal themselves battle after battle, you don't even get to keep those constructs that you spent precious income structures long term. I almost forgot: your good summons also take a very long time to summon like 7-8 AP which is another penalty compared to other classes. While Enchanter has some pretty powerful summons (what class hasn't?) and some nice spells on the upgraded Enchanter (again what class hasn't?), the penalties of the class far outweighs the benefits in my opinion. I think they should be buffed by removing/lightening some of the penalties they get or they should be given some other strengths maybe -- especially on the resource side. If Enchanter was meant to be weak as in a "Hard mode" class, I would like to say that I don't like that idea at all. I know you can't (shouldn't?) perfectly balance all classes but they should be roughly equally strong / playable. Enchanter doesn't feel like either at the moment. What do you all think? Edited by: Tarrax |
||
Apr 19 2012 Anchor | ||
It is a hard start. It seems the one really viable path that people have explored is to heavily use the Necrotods (don't require Iron) heavily to build up a charmed army, and then you can get on a roll. Also, the clay golems regenerate (not just heal), so they are a good base for a standing army. |
||
Apr 19 2012 Anchor | ||
Yes never pass up a chance to make a necrotod. |
||
Apr 19 2012 Anchor | ||
The Enchanter is one of the strongest classes in the game, probably top three in my opinion. You may have missed the power of the necrotoad? Start summoning them whenever there are bodies around, and keep summoning until you run out of bodies. Once you have a big stack of these nasties, you are virtually unbeatable by most other classes. Just start vacuum cleaning up any groups of roaming animals/ancient trees you can find. They have almost no magical resistance, so you'll enslave them almost instantly and add them to your army. Your favorite enemy AI is the Troll and the Druid. You'll literally take all their troops, and they can't do anything to you. With enough necrotoads and a healthy animal meatshield, you will enslave anything that isn't mindless. In fact you'll kick all archers and damage mages out of your army, because you are more concerned with keeping the enemies alive long enough to enslave them than to actually kill them. |
||
Apr 20 2012 Anchor | ||
As for the questions "what class hasn't" got powerful summons, or nice spells on upgraded enchanters, Baron of course, and more or less, Dwarves (they have some improved spellcasters but I haven't seen them having spells like some of the other classes have). |
||
Apr 20 2012 Anchor | ||
Enchanter seems one of the weakest classes to me, too. The army is ok the way it is, but you're unable to recover from losses, while other "machines" are strong when established and stay so the enchanters machine somewhat dies, when the army dies. I also disagree with the "unstoppable". This is may be true for the AI, but a human is able to counter mass necrotods. Easiest way: Just avoid them and force them to split up by raiding or threatening the enemy citadel. Next you're unable to fend off rushers. The design of the Enchanter forces to play a one army power play style that is strong against the AI, but extremely weak against a human player, who knows what's coming. Just imagine some lucky mage, killing most of your necrotods in mid-game due to some bad luck. Minor investment for a Senator, devastating damage to an Enchanter. And imagine playing versus a Baron who has 4-6 strong stacks running around in no time and most of the map conquered while you still struggle to get your machine going. Not to mention assassins. Beware the assassins! And a human Baron won't suicide his stacks against you. You would be able to kill each of his stacks, but you would have to split up to do so, while he's destroying your income. After splitting up you're an easy target for him. The army still is good the way it is, I think. You have some awesome and rather cheap blockers, necrotods and mass archers. The enchanters army is probably the strongest mid game, IF you get to there. You're forced to push out as soon as you can, try to conquer enemy mines, finally convert them and kill some armies before you're overrun in the late game. It's the one real roguelike class: If you loose a battle it's basically game over. The enchanter is an abysmal map-controller so try to keep the game short and don't let your enemy build up. One more thing: The enchanter is for me a weak version of the warlock, who is just better in most ways, but the enchanter is one of the coolest classes. And he's a strong counter to Troll King and Druid. If you manage to surprise your enemy and hit his main army early you might actually win. And Necrotods are the coolest thing in the world . |
||
Apr 20 2012 Anchor | ||
In testing the AIs the Enchanter does pretty well. And of course MP stats would be up to the community to record. Edited by: gp1628 |
||
Apr 25 2012 Anchor | ||
OK it's been a few days and I found the time to play some games so I thought I'd respond now. The general response / suggestion I read above: spam Necrotods. I had bought some Necros before but I now tried a few games where I tried to buy Necrotods every chance I get (basically ignoring everything else) and IF (a big if) you can get to a certain threshold (maybe like at least 5-6 Necros) with some meat shield in front, they are indeed very powerful. However, all this brought up some other questions to my mind. The whole thing just felt wrong. I re-read the description of the Enchanter class and it talks all about constructs -- not a word about Necrotods or undead. There are like 10-15 different types of constructs summon all with cool abilities yet your only viable early-mid game option is Necrotods. All the criticism I wrote about constructs not being viable in my original post still stands. Wouldn't you say Enchanter class was designed badly if constructs are not viable and you have to spam Necrotods to stay alive? What's the point of putting the thought into designing 10-15 different constructs if they are not viable in the game? If constructs are Enchanter's "thing", they must be made more viable so a player can use all these wonderful different types of constructs throughout the game -- not just after already having won the game. My suggestion would be not making them stronger (they are strong enough) but the summoning of them should be economically more viable: maybe lessen the iron costs somewhat and/or more importantly remove the resource building consumption on some/all summons -- that's a killer penalty. Sure you can try to get close to the enemy and consume his buildings instead but that usually means you already won or if you're weak the enemy will come kick your ass. |
||
Apr 26 2012 Anchor | ||
Certainly a class in the average - bit below average range. Most of it's constructs are fluff, their arsenal is really: Necrotod, clay golem, ice golem, wood/oak golem and guardian. For the other golems, think of them as resource denial to enemy when the time is right for it. Golems are basically non-healing meatshield (contradictory?) that hits 1 unit at a time (seriously lacking in offensive power), to my knowledge only ice golem hits twice and iron golem hits AoE 3 poison. A Hoburg treant pretty much beat most golems at their role, and that's just using Hoburg's tertiary resource weed. You're right their class name is a misnomer, I've always thought "enslaver" is more on point, even though it only works on low - very low MR things. |
||
Apr 26 2012 Anchor | ||
This is a common comment. That the Necros dont quite fit enchanter. There are Flesh Golems in the game code but not yet finished or in use. If the Necrotods were removed. then some other form of rear unit might have to be made. A construct archer? Animated siege weapon? To make many changes might be best to be tried in a mod first in order to see if it plays better or worse. |
||
Apr 26 2012 Anchor | ||
Gandalf, I like the direction you are thinking for the Enchanter. I love the idea of the enchanter, but I always feel like I can't role play him because Necros are so vital to his survival, and I don't feel like they fit. |
||
Apr 26 2012 Anchor | ||
Coming from D&D, where "Enchanting" is Dominate Person in addition to enchanting swords, I really don't have a problem with Necrotods. It is weird that all the rest of the Enchanter's stuff is so crap though. Clay men and stuff need to come out way faster if they are supposed to be the focus of the class. The golems and stuff aren't bad units, they are just too expensive and time consuming for what you get. If spending a month raising soldiers in a swamp gave you enough Terra Cotta Soldiers to care about, then Necrotods could go away. As-is, the ablative golem soldiers you get are so few in number that they only make sense as a stopgap measure while your Necrotods form an army out of whatever is around. -Frank |
||
Apr 26 2012 Anchor | ||
I'm just trying out Enchanters now and they seem very fun to me, but the cost of early summons and the small starting army seem to make them very vulnerable at the start, and the costs of things are high and mostly in conflict with each other. Necrotods do seem kind of odd that they can capture lots of animals, and does make them invaluable as a source of units that doesn't require piles of gold and iron. The enchanter himself seems to often come with good battle spells. I think maybe if the animated swords and armor were much cheaper, they would be a spam alternative. Like 1 or 2 iron for an animated sword rather than 5, and 4-10 gold&iron for animated armor and gargoyles, instead of 20. I haven't turned an entire swamp into clay soldiers yet, but I would hope that would yield a few dozen of them, at least. Edited by: PvK |
||
Apr 26 2012 Anchor | ||
The Enchanter makes Terracotta Soldiers at the rate of one per turn, and every turn there is a smallish chance of making the swamp dry up. The issue for me is that a Tribal King gets an average of about 3 slaves a turn while sitting in a settlement (which is a resource worth defending, meaning that the fact that the troops are sitting there while you muster isn't a bad thing) and never exhausts it. Tribal Kings cost like 50 gold. Terracotta Soldiers are better than slaves, but not so much better that they justify all the numerous ways they are worse from a recruiting standpoint. -Frank |
||
Apr 26 2012 Anchor | ||
They're one of the most AP intensive class, I'd dare say they are most constrained by AP at that. They have to be at the right place that is often out of the way before they can spend that AP too. Terracotta is a dead end trap most of the time as you're using up finite clay golem, and that's your only regenerating golem available, plus every terracotta you're spending AP on takes up expansion time which translate into making more necrotod. To my knowledge they're the only class that can use up over 1 turn worth of AP summoning a unit, say ice golem which use 6 AP (2 turns), and has to pay out of its primary resource pool for summon (gold + iron). Most other class pay out of bonus secondary resource like gems or sacrifice, and is generally either less AP constrained or more less restricting in summoning on the road. For what they go through to summon the higher end golem you'd think they would rock, but besides tanking most of them attack 1 unit at a time with fist (beside the 2 exception, iron golem that does a single witch's fungus worth of poison, or ice golem for a wooping 2 attack), I was seriously disappointed when I first summoned a high end golem expecting kickbutt but got a non-regenerating meatwall instead which describes all of them (except clay, which regens). Not to say the class doesn't have good points, but I find that it's downs to outweigh it's ups in general, resulting in a somewhat below average class. Edited by: finalgenesis |
||
Apr 26 2012 Anchor | ||
Really? You dont have fun playing it? I think its a blast. One of my favorites. As far as terracottas I consider that to be the perfect thing for an apprentice to be doing. Find him a swamp or two near home and put him to it. Keeps him busy doing something until you can afford to upgrade him and have him plant the home portal. |
||
Apr 26 2012 Anchor | ||
Looks Terracottas actually don't cost anything except the time of an apprentice, and a swamp isn't useful to an Enchanter for anything else, but would be useful to several opponent classes, so it actually seems like a very good thing to do, as Gandalf just wrote. Oh, I guess that's not quite right - a swamp could also be used (with 50 gold & iron) to make a clay golem. 50 iron, wow. What is the "statues" resource for Animate Statues? |
||
Apr 26 2012 Anchor | ||
I find terracotta raising to be low level play myself most of the time, but hey gotta stick with what you think best |
||
Apr 26 2012 Anchor | ||
LOL, I just built my first terracotta soldier, and the whole swamp was removed the first time! |
||
Apr 26 2012 Anchor | ||
Animate Statues eats a temple. Edited by: gp1628 |
||
Apr 26 2012 Anchor | ||
I completely agree everything finalgenesis said in his AP / cost analysis above. Gandalf, it's not that we don't have fun playing it. Golems are cool. There are many interesting ideas in the class design. It's just that it feels unbalanced, weak, and some things just feel wrong. |
||
Apr 27 2012 Anchor | ||
Golems can be so much more interesting, the class really suffers a bit of "opportunity squandered", which hopefully will be modded to realize it's full potential later. I think part of what disappoints people in general is that enchanters looks COOL on the surface, and they go into it expecting awesome golemness... only to find that all those golems are bland side dish, and the main dish is a bowl of squiggly alien worms made from humanoid corpse that enslaves mostly animals (wut?). An average player looks at the list of summons: animated armor, gargoyles, half a dozen bad @$$ sounding golems...etc just a sweet list in general, but at the end of a play through realize that behind the shiny veneer most of those things range from not cost-viable to mediocre value, lacklustre, boring, and the focus of the class is on a single un-assuming item on that list: necrotod, a squiggly worm that comes right out of an old sci-fi movie. To exaggerate a bit more, I want golems that shoot eye beams, giant golems that tramples over men like ants, majestic golem that awes mortals, hell something that does more then fist people to death one at a time. They need to be more then generic non-healing HP blob covered in different colored skins. Even just taking from Dom3 you can get something far more interesting and varied: banefire golem, spell casting runed golem, trampling golem, sieging golem. You can argue on endless semantics and groundless optimism (not saying anyone is doing this yet), but all these criticism doesn't come from nowhere. We're not bashing on the game, we'll trying to improve the game by pointing out areas that could use improvement and because we like the game (otherwise why bother spending time here?), which will make a good game even more awesome. There are a dozen different things you could do. I'll list an a half @$$ example: |
||
Apr 27 2012 Anchor | ||
Add me to the chorus of folks that consider the Necrotod not befitting the Enchanter. Simple changes that'd come to mind: More elaborate changes that might be hard or impossible to implement: I definately hope SOMETHING (mustn't be ANYTHING from my list) is done about the Enchanter. Maybe people can mod him, but a lot of sensible stuff seems outside the scope of things that CAN be modded, at least for now. Cheers |
||
Apr 27 2012 Anchor | ||
Im new to this game i have only played a dozen games or so but the enchanters feel like one of the weakest and unthematic clases in the game. I dont know if this would make them too powerful or if its even possible but what if the enchanters had to use around 18 ap and pay what they do now or perhaps more in gold and iron to make a golem factory (it wouldnt be called that but i cant think of a good name now) and as long as the enchanter stayed on it he would produce a golem depending on the type every X amount of turns and if he leaves the factory its destroyed.These factorys would destroy the resources they were built on but the enchanter could spend the same ap he used to build the factory to bring the resource type back and destroy the factory if he hasnt left it.I feel i should mention when i wrote this i had a Headache so im sure there are enough spelling and gramar errors to cause a spell checker to go into a corner and cry. |
||
Apr 27 2012 Anchor | ||
Ok, having played a couple of times as Enchanter now, I'm coming around to agree with the original and continued complaints, at least more than not. That is, I think: * Necrotods are one of the most powerful things, and something that seems out of place. A Necrotod Master class or something would be good to have those. |
Only registered members can share their thoughts. So come on! Join the community today (totally free - or sign in with your social account on the right) and join in the conversation.