Arcane vulnerability of elves: why?
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Arcane vulnerability of elves: why?
Can somebody (of developers that made this decision, if possible) explain, why elves in the development branch of wesnoth got 10% vulnerability to arcane?
IMHO if wesnothian elves is magic creatures like sidhe or faerie, they should have resistance for arcane, that part of their nature, or, if they more like the elves of Professor, they should resist arcane for 20% like other non-undead creatures.
IMHO if wesnothian elves is magic creatures like sidhe or faerie, they should have resistance for arcane, that part of their nature, or, if they more like the elves of Professor, they should resist arcane for 20% like other non-undead creatures.
No, even if they are adept at using magic it does not change their own constitution which is partially sustained by magic. Therefore they are weak to attacks that disrupt their magical state, no matter how much they can use magic. Here is the original email that explains it, just substitute arcane for white damage when reading.
http://www.mail-archive.com/wesnoth-dev ... 01641.html
Edit: if the sidhe and the faeries have magical resist, it does not go along with the canon established with wesnoth factions. Thats not really my problem since they are not part of mainline.
http://www.mail-archive.com/wesnoth-dev ... 01641.html
Edit: if the sidhe and the faeries have magical resist, it does not go along with the canon established with wesnoth factions. Thats not really my problem since they are not part of mainline.
I suspect having one foot in the past is the best way to understand the present.
Don Hewitt.
Don Hewitt.
That's a rather excellent argument pointed there, and has beaten my annoyance to dust. I tried to read the devs forum thread on the matter, but I got tired because there was nothing clearly explanatory and concise. I think this means a major overhaul of magical creatures in IftU and some UMC stuff. And yes, I read the entire message. 

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Humans and saurians aren't magical creatures at all (actually I'm not yet sure about saurians though), but trolls are. The regeneration is one rather clear indication of this. We are working on more elaborate race descriptions that should alleviate the lack of explanations/lore like this, but as usual, progress is a bit slow.Syntax_Error wrote:well, there are still the trolls who probably need the arcane weakness for balancing, but without any logical èxplanation lore-wise :/ i mean, humans&saurians are _less_ magical than trolls?
Good concept, and what we can see in practice? Some races kept untouched, some (elves, drakes...) got less power and some (undead) got more. Old wesnoth unit tree has been quite balanced, and what the reason to change the balance for the (changed) concept? How about to compensate the changes, for ex. a bit increase hp for the "bad-touched" ones and a bit discrease for "good-touched", or, if "touched" ones is way too magical, may be they should have the resistance for other magical damage types, or may be they should get less damage for the other (non-arcane) attacks with "magical" special?Purely magical constructs would have a strong weakness, 50-60%:
Undead, (Golem-esque monsters)
Rather magical creatures get a slight weakness; 10-20% :
Drakes, Trolls, Woses
Semi-magical/faerie creatures get 0%:
Elves, Mermen, Naga, Orcs
Mundane/non-magical creatures get a resistance of 20-30%:
Humans, Dwarves, Saurians
Of course that is just suggestions, i think that developers knows the better way to keep the balance.
Umm are they unbalanced?qweo wrote:Good concept, and what we can see in practice? Some races kept untouched, some (elves, drakes...) got less power and some (undead) got more. Old wesnoth unit tree has been quite balanced, and what the reason to change the balance for the (changed) concept? How about to compensate the changes, for ex. a bit increase hp for the "bad-touched" ones and a bit discrease for "good-touched", or, if "touched" ones is way too magical, may be they should have the resistance for other magical damage types, or may be they should get less damage for the other (non-arcane) attacks with "magical" special?Purely magical constructs would have a strong weakness, 50-60%:
Undead, (Golem-esque monsters)
Rather magical creatures get a slight weakness; 10-20% :
Drakes, Trolls, Woses
Semi-magical/faerie creatures get 0%:
Elves, Mermen, Naga, Orcs
Mundane/non-magical creatures get a resistance of 20-30%:
Humans, Dwarves, Saurians
Of course that is just suggestions, i think that developers knows the better way to keep the balance.
I suspect having one foot in the past is the best way to understand the present.
Don Hewitt.
Don Hewitt.
The arcane weakness sounds like it would make Loyalist vs Elf and Elf vs Elf less of defensive turtling war, so that must be a good thing. But why make trolls weak against mages? A huge part of the Northerner game depends on trolls being able to hold hills and mountains. Now that a mage can blow them right off a hill top during noon, are trolls still any good against Elves and Loyalists?
What are you talking about? Mages use fire damage. Very few units do arcane damage at lvl 1 (I think olny ghosts and dark adepts) Consitering that adepts have a much more powerful cold attack and ghosts do pracicaly nill damage anyway, I don't see how this changes the balance of any match except undead vs undead.
EDIT: Also loyalist vs rebles is one of the match ups I don't find lible to turn into a turtle war.
EDIT: Also loyalist vs rebles is one of the match ups I don't find lible to turn into a turtle war.
Last edited by Velensk on October 11th, 2007, 10:14 pm, edited 1 time in total.
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Yes, because no recruitable rebel or loyalist unit deals arcane damage. Only Elvish Sorceresses and White Mages do.Shiver wrote:The arcane weakness sounds like it would make Loyalist vs Elf and Elf vs Elf less of defensive turtling war, so that must be a good thing. But why make trolls weak against mages? A huge part of the Northerner game depends on trolls being able to hold hills and mountains. Now that a mage can blow them right off a hill top during noon, are trolls still any good against Elves and Loyalists?
Note that "the Sidhe" as in the Wild Elf faction don't. I think he was referring to just "sidhe" and "faerie" in general...Noy wrote:Edit: if the sidhe and the faeries have magical resist, it does not go along with the canon established with wesnoth factions. Thats not really my problem since they are not part of mainline.
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