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Thread: Divine Vengeance unbalanced? | Forums

  1. #1
    Direct Damage: Divine Vengeance - Cost: 14

    Inflicts magical damage to selected creature that depends on the number of enemies selected creature killed from the beginning of combat.

    The damage inflicted depends on the target's "frags": the number of creatures killed multiplied by their tier. For example, killing 5 peasants gives 5 frags, while killing 1 Paladin gives 6 frags. Killing a summoned creature gives no frag.

    In the damage formula, F is the square root of the target's frags.

    F*(Power+10) ... 3*F*(Power+10) ... 4*F*(Power+10) ... 6*F*(Power+10)
    __________________________________________________ ____________________________

    so: killing 100 peasants with let's say spectres, will let you do 6x10x(5+10) = 900 damage with 5 lousy spell power!
    like 47 Spectres...

    In a "normal" mp game, you have aroud 400 peasants in month 2 so killing them will give you 6x20x(5+10)= 1800 damage with 5 spell power or 10 Seraph !

    If you don't like peasants: 200 Crossbowman is even better... or 100 Squires...

    P.S.
    And this is Haven or Sylvan... I don't even wanna know what this spell does for Academy and Fortress!

    ex: other destructive spell:

    Implosion - Cost: 18 ... you need 44 spell power normal, 22 spell power with luck, 33 spell power with empowered spells !


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  2. #2
    Direct Damage: Divine Vengeance - Cost: 14

    Inflicts magical damage to selected creature that depends on the number of enemies selected creature killed from the beginning of combat.

    The damage inflicted depends on the target's "frags": the number of creatures killed multiplied by their tier. For example, killing 5 peasants gives 5 frags, while killing 1 Paladin gives 6 frags. Killing a summoned creature gives no frag.

    In the damage formula, F is the square root of the target's frags.

    F*(Power+10) ... 3*F*(Power+10) ... 4*F*(Power+10) ... 6*F*(Power+10)
    __________________________________________________ ____________________________

    so: killing 100 peasants with let's say spectres, will let you do 6x10x(5+10) = 900 damage with 5 lousy spell power!
    like 47 Spectres...

    In a "normal" mp game, you have aroud 400 peasants in month 2 so killing them will give you 6x20x(5+10)= 1800 damage with 5 spell power or 10 Seraph !

    If you don't like peasants: 200 Crossbowman is even better... or 100 Squires...

    P.S.
    And this is Haven or Sylvan... I don't even wanna know what this spell does for Academy and Fortress!

    ex: other destructive spell:

    Implosion - Cost: 18 ... you need 44 spell power normal, 22 spell power with luck, 33 spell power with empowered spells !


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  3. #3
    Now, I'm not saying Divine Vengeance definitely IS or ISN'T balanced, but consider how you cannot use it on an enemy stack until it's killed something. Implosion does far less damage per cast for more mana, yes, but you can use it to attack anything not immune to earth (unless you're a Warlock, then Implode it anyways if you want)

    I agree that often this isn't an important factor, though. Usually a stack is either killing stuff, or not that important to kill right away. If it's killing, Divine Vengeance will work, if it's not killing, Implosion wouldn't be all that important either.
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  4. #4
    you kill things generaly in battles. it is not that hard to wait 2-3 turns in which you cast all of your mass hasts-bloodlust-bless spells and than you use the divine vengeance which is 100% more powerfull than implosion. and when you use it you have all of your army buffed and enemies army crippled without buffs while the enemy hero has spend 3 implosions of whatsoever. so on turn 4 you had 3 buffs + literally said two implosions, while the enemy had cast 4 implosions.
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  5. #5
    <BLOCKQUOTE class="ip-ubbcode-quote"><div class="ip-ubbcode-quote-title">quote:</div><div class="ip-ubbcode-quote-content">Originally posted by TheRider12:
    so on turn 4 you had 3 buffs + literally said two implosions, while the enemy had cast 4 implosions. </div></BLOCKQUOTE>
    Actually in turn 4 you can have 4 buffs + literally said four implosions (mass spells cost only 50% initiative), while the enemy had cast 4 implosions (5 with Sorcery).


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  6. #6
    true, I proved that after posting in duel mode.
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  7. #7
    Divine Venegance is a back up spell. You shouldn't be aiming to lose all your units so you can cast a powerful spell. It is the type of spell you use near the end of a big battle. I won't even bother saying its useless in the early game because you shouldn't have it in the early game. But it would be better if damage was left the same but after you use it on a unit, that unit's frags were reset to zero.
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  8. #8
    <BLOCKQUOTE class="ip-ubbcode-quote"><div class="ip-ubbcode-quote-title">quote:</div><div class="ip-ubbcode-quote-content">Originally posted by Inferno015:
    Divine Venegance is a back up spell. You shouldn't be aiming to lose all your units so you can cast a powerful spell. </div></BLOCKQUOTE>
    What end of battle ?

    100 peasants or 50 marksmens is the end of battle, all your units are lost ?

    100 frags is nothing from a cloud shoot from Liches... then a 900 damage with 5 spell power...

    yeah... very balanced... only use-it at the end of battle... (if they shoot first you might use the spell in the first turn).

    P.S.
    oh, and I don't even begin with Wizards with 15 spell power losing 100 gremlins or 20 genies able to deal 1500 damage... (true... after you loose 20 genies from your 40-60 you might as well surender...)


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  9. #9
    Yes, DV is one of imbalanced spells in the game. On the other hand it will help wizard for example deal with imbalanced melee unit like champion who charges and destroys 2 stacks on first turn of battle.

    I like the game but it need lots of balancing.
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  10. #10
    Horde's Anger is also a bit unbalanced...does so much damage for next to no mana.
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