Posted October 31, 2013
Conflux is absurdly overpowered AND very poorly thought out. I don't really see Sprites as being very overpowered though. A lesser stack (say 75% of the opposing Sprite stack)of Centaur Captains will almost always take them out in my experience but I don't play multi-player (and have not for like 12 years) so...*shrug*
Air Storm, Water/Ice, Fire/Energy and Earth/Magma elementals being the same exact 'level' is stupid.
Lowering some stats on Air/Storm would be a good start. I would lower them enough to make giving Air Elementals a limited use ''Magic Bolt" per battle and giving Storm Elementals a limited "Lightning Bolt". Might even give them both Lightning Bolts but Storms cast it as if they had Air Magic - Master while Airs cast as 'Expert'.
Replacing Ice elementals' shooter ability with an ability like "teleport" (makes sense for a water elemental) or a once-per-battle 'Freeze'(paralyze opposing unit stack) that is dispelled if hit with 'fire' damage maybe (and fire-based creatures would be immune).
Give Fire elementals a limited 'Fireball' spell ability and replace 'Energy Elementals' as an upgrade with something more directly 'fire-based' (like 'Pyro Elementals' or something) and give them a one-time per battle "Inferno" spell.
Give Earth Elementals their same 'Protection from Earth' ability but at 'Master' earth magic level and replace 'Magma' as an upgrade with something more directly related to earth (like "Stone Elementals' or something better) and give them an auto-cast (at the beginning of their turn) 'Protection from Earth' at Master level as well as a (limited to 2 uses?) "Earthquake" spell casting at Master Level.
Replace Pixies and Sprites (because they have absolutely nothing to do with an elemental themed faction) with something like 'Light Elementals" (keeping with the continuity from M&M 6-8), flying with no counterattack but less speed than sprites and "Bright Elementals" (or something much better I would hope) who can cast "Blind" once per battle.
Replace Psychic/Magic Elementals with 'Nature Elementals' and 'Cosmic Elementals'. Nature elementals cast a random 1st-3rd level element-based spell at Master level when their turns begin. Cosmic Elementals auto-cast all FOUR "Protection from (_element_)" spells at master level at the beginning of their turn. Neither of these have the 'attack all adjacent' ability but I don't think a 'No counterattack' ability is out of order.
Firebird and Phoenix are alright but should have their growth numbers reduced and/or they should be made more expensive.
Air Storm, Water/Ice, Fire/Energy and Earth/Magma elementals being the same exact 'level' is stupid.
Lowering some stats on Air/Storm would be a good start. I would lower them enough to make giving Air Elementals a limited use ''Magic Bolt" per battle and giving Storm Elementals a limited "Lightning Bolt". Might even give them both Lightning Bolts but Storms cast it as if they had Air Magic - Master while Airs cast as 'Expert'.
Replacing Ice elementals' shooter ability with an ability like "teleport" (makes sense for a water elemental) or a once-per-battle 'Freeze'(paralyze opposing unit stack) that is dispelled if hit with 'fire' damage maybe (and fire-based creatures would be immune).
Give Fire elementals a limited 'Fireball' spell ability and replace 'Energy Elementals' as an upgrade with something more directly 'fire-based' (like 'Pyro Elementals' or something) and give them a one-time per battle "Inferno" spell.
Give Earth Elementals their same 'Protection from Earth' ability but at 'Master' earth magic level and replace 'Magma' as an upgrade with something more directly related to earth (like "Stone Elementals' or something better) and give them an auto-cast (at the beginning of their turn) 'Protection from Earth' at Master level as well as a (limited to 2 uses?) "Earthquake" spell casting at Master Level.
Replace Pixies and Sprites (because they have absolutely nothing to do with an elemental themed faction) with something like 'Light Elementals" (keeping with the continuity from M&M 6-8), flying with no counterattack but less speed than sprites and "Bright Elementals" (or something much better I would hope) who can cast "Blind" once per battle.
Replace Psychic/Magic Elementals with 'Nature Elementals' and 'Cosmic Elementals'. Nature elementals cast a random 1st-3rd level element-based spell at Master level when their turns begin. Cosmic Elementals auto-cast all FOUR "Protection from (_element_)" spells at master level at the beginning of their turn. Neither of these have the 'attack all adjacent' ability but I don't think a 'No counterattack' ability is out of order.
Firebird and Phoenix are alright but should have their growth numbers reduced and/or they should be made more expensive.