Author | about mass decay or decay in general |
When a creature is under the decay spell and losing e.g 100 hp per turn, another hero can cast again decay, the previous spell goes away and only the last one counts. So an allied hero can cast mass decay on the team's troops who suffer from decay and in fact make the spell lose its power.
That doesnt happen with other darkness magic. E.g. a less powerfull delay spell cannot "overwrite" a previously casted one(i think it is imposible to cast delay on your own troops, maybe with magic mirror or similar).
Is this a bug or a defence against poisoners?
Because if it is the second, there is no point on a magic necromancer build. |
Poison is an ability and decay is a spell so don't effect each other.
Idk whether mass decay is meant to work this way through. |
Mass decay has been like this for a long time so I don't think it's a bug. |
That doesnt happen with other darkness magic. E.g. a less powerfull delay spell cannot "overwrite" a previously casted one
I am pretty sure it can. At least when it comes to duration (you can decrease it by overwritting), not sure about the efficiency. |
i remember seeing delay spell being "overwrited," but on enemy units, not on friendly units.
It happened when genies cast delay for 14 turns on enemy... and then a sleepy teammate casts delay for 2 turns on the same target.
Maybe the team mate had expert darkness magic. |
ok, since you have noticed that it can happen with the delay too, it happens. Anyway, it is very difficult to cast delay(or other darkness magic except mass decay) on friendly units to reduce the duration or the power of the spell. In case of decay, you can cast mass decay anywhere on the field at will.
It makes no sense that a spell can overwrite a more powerfull spell of the same kind. |
You have a valid point, Players shouldn't be able to cast decay on friendly units |
yes, sorry, i missed the point and went on about a side thingy.
It would make much more sense if decay could only be removed by dispersion or cleanse (dwarf rune / paladin / ?)
Win by poison/decay is difficult enough without the overwriting possibility. |
I'm a bit confused about your statement. Do you mean that, say, I, could get rid of the poison you, as opponent, casted on my troops by poisoning them myself? I thought it couldn't affect friendly troops...
As for other dark (works for holy as well), only the last cast spell counts. When the spell is over, the one casted before, if still in effects, replaces it back (ie I cast say 5 turn rapid at 40%, then it's replaced by a 20% for 2 turns, and 2 turns later, 40% rapid replaces the 20% one). |
#9 - Players can't cast poison at all as it is not a spell. Only certain creatures can poison when attacking. Poisoning a stack has no effect on any decay spells they are already suffering. |
I meant "decay", when I typied "poison". Been playing for years with poison only, so decay = poison in my little mind. |
i see that deathisnear's only contribution to this thread is to correct lvl 13 players about poison/decay.
@Slust
you are not confused about my statement at all, but you can do it easily only with mass decay.you can cast it anywhere yourself or any of your teammates and it affects all creatures in the 3x3 area, including friendly or yours.
As for the other darkness or holy spells, if you cast a weaker spell on your troops(for holy) or on the enemy(for dark), it is bad tactics and you are punished for being sleepy, although you shouldn't in my opinion.
In the case of mass decay it is possible to get a benefit.Different behavior than with all the other spells.
In my mind it has no logic that a less powerfull spell, overwrites a previous one.They should coexist and only the stronger should have an effect.
Unless there is change on that,we have to forget the magic necromancer build(left only with the punch).Haven't tried an unholy necro pure magic build yet, for stronger punches, but i doubt it will work. |
Oh, I see. There are not much players that have a build able to counter mass poison. Though, I understand your reasoning, and recon it would be better if changed to always keep the "best" decay.
I would see it as a bug, or an unwanted feature (just as barb magic resist, or necro immunity to decay decay have been changed as an incentive for using magic builds). But, only admins could give you a definitive answer. |
There are not many players?How often do you see mass disruption ray?I am sure you see it a lot, as i do. Not very special build needed.Just basic darkness and dominion of pain.It is another question if they know how they can use it.
Anyway the description of the dominion of pain talent says that mass decay affects all enemy units within the 3x3 area. That is not true.
So something has to be changed.The description or the behaviour of the spell. |
Anyway the description of the dominion of pain talent says that mass decay affects all enemy units within the 3x3 area. That is not true.
The description is true, but it's incomplete. It just leaves out the part that all friendly units in that area are affected as well :P but yes, I see your point. |
I had never thought about this, but yes, a mass disruption lord (without spellpower), could easily overwrite a dangerous decay (high spellpower) of an enemy with his own very weak mass decay. I have never seen this tactic though, do you have any examples where this happened? |
check here:
https://www.lordswm.com/war.php?lt=-1&warid=538364623 |
Hi All,
Too many input I see here, but, I'm keen to have the answer too. Hence, I summarize it and for you all to make comment each point whether is agreeable:
a. 'Mass Decay/ Decay' can be overwrite by the latest 'Mass Decay/ Decay' no matter the level of dark magic
b. Mass Decay/ Decay is a spell and Poison is a skill. They cannot overwrite/ cancel each other.
c. Other dark/holy magic shall follows #9. Agree?
Lastly, may I know what does necro magic build has to with this discussion or something you want to highlight about magic necro build though is a separate topic?
My personal view, I agree with the statement for item a. and b.. However, I need input for item c.
Thank you. |
the point is not if your statements are true, false, acceptable or whatever you mean but if it is logical or not and if it needs a change.
We know that a) can happen, we also know the difference at b)(players using mass decay were known as poisoners for a long time).
The whole thing is that a player who overwrites decay on his troops with a weaker spell gets a benefit from this action, but with all the other spells it is a bad move, since you cant cast lower darkness magic on your troops directly(of course ecxept mass decay).
So now, all spells follow the same mechanism but decay, practically, behaves differently following this mechanism, because it can be abused by opponents to get a benefit.
As for the magic necro build is pretty well part of the original question.(see #1) |
for Lady sofiouta:
the point is not if your statements are true, false, acceptable or whatever you mean but if it is logical or not and if it needs a change.
I think it should be reported as a bug, as I find it illogical to be able to overwrite a mass decay spell with your own mass decay. It would be more logical if they would add up... |