The only buff that only applies to magic origin is cosmic overdrive. It is good but costly in maintenance. Some buffs that come way earlier/cheaper that can match cosmic overdrive's damage are vessels of chaos or cruel weapons, those require some specific conditions but specifically vessels of chaos is very easy to trigger.True, but I was talking in general. There is no that much stuff that is unique to cities. However, bumping up the power of magic origin units is way easier.
I just can't agree on "magic origin are bad", when there are lots of ways to make them even better than racial. Not everywhere and always, but enough.
Watchers are mostly rare, because other stuff in the tome is kinda useless for the most part. Scrying need some buff, mass mark is fine, guided projectiles are absurdly good on magelocks or awakeners.
Watcher or any other magic dmg unit will now barely do dmg against shield units and constructs. The compounding defenses, null shield, warding metals, all from the new tomes apply to shield units, which aren't even naturally weak to shock like constructs. And those are just from the new tomes. There was already transformations like magical wards and spell tempered shields, both of which are from tier 1 tomes, very easy to get.Every unit now has 0+tier above 1 resistance. Which means, watchers are going to deal absurd amount of damage
All those buffs can get you +5 resistance(shield units), +5 status resistance (all units) from the start. That's before counting transformations and bolstering. Now show me where can I get +5 armour for any category of units right from the start of battle.
The new dlc and update just gave multitudes of ways to survive against and kill magic units, and very easy access to the disruption debuff.
Even added an item that does more damage to battle mages, supports and wizard kings, to specifically hammer in the point that guns and cannons and alchemy are cool, magick isn't cool and you shouldn't be using that.
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