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Re: Magic Items under CBM
ahem, when i said 2.5 fewer liches i meant 1 fewer lich / 2.5 sets of 12d. lol
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Re: Magic Items under CBM
True, my bad.
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Re: Magic Items under CBM
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Thanks for your opinion Squirrelloid, but your ideal CBM with death being awesome at everything just because it is awesome at many things doesn't sound appealing to me. |
Re: Magic Items under CBM
The wraith sword might as well be removed entirely with it's current price and stats. A standard of the damned costs just as much, does more damage to anything that has good defenses and gives a fear aura.
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Re: Magic Items under CBM
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The next best shield is arguably Eye Shield. Quote:
(Now, value can vary depending on situation a little bit, but something that has very situational uses and thus is unlikely to be used more than once in that fashion still has a pretty low utility. Wraithsword currently has *no* situation in which its worthwhile). I didn't say all death forges were weak, I said no death forge should be weak because it won't see play. So if any death forging is weak it needs to be improved or it might as well be removed from the game. Now, whether you interpret that as a direct rebuttal of your urge for caution remark is up to you. It doesn't change the factual nature of my statements. Quote:
Stygian paths may need a little buffing, but hardly needs its functionality changed. Possibly needs to be made a little cheaper. It certainly sees occasional use at present (unlike wraithsword), and has niche uses (its one of the few ways to move a Sphinx, for example), so there are times where its situational value is high enough to warrant spending d gems on it. I would still take a single-handed weapon + vine shield over the proposed wraithsword. Quote:
Early game its an issue, but very few nations are equipping piles of thugs/SCs in the early game (and those nations generally really want shields - ie, vanheim, eriu, etc...). Quote:
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Re: Magic Items under CBM
"Vine Shield >> charcoal shield, lantern shield, gold shield, etc... This isn't even really a point of discussion. There is also no counter for vine shield, so who cares if you're predictable?"
This is not true. Shield utility is highly situational. Char shield is better if you're running into skel spam or air magic summons (especially these, with 0 prot and 1 HP), since you need them dead, not entangled, to get to the mages at the back. Awe is better to stop damage from lance charges since the vine shield doesn't work until after you get hit. Higher parry shields will stop magic bows or massed crossbows from owning your face. The better damage soak and parry values on many of the larger shields also help your defense out more than the vine shield. Oh, and there's certainly a counter to vine shields, I believe it's MR based on my testing with some eriu thugs. They have crap strength but don't get tangled often. |
Re: Magic Items under CBM
It'd be fun to have sailing items for commanders only :)
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Looking at the axe, it really does not seem that bad in itself - fear is a reasonably powerful effect. It seems to me that at least part of the problem is that the Horror Helmet is available at the same level of construction with path requirements that make it likely that anyone able and willing to craft the axe, could craft the helmet instead. Perhaps bumping the helmet up to construction 4 would help. Now regarding the general situation of 2-handers vs 1-handers and shields, I want to reinforce that cost is important. Sure, you usually build a number of top SCs in each game where a couple of gems here or there does not make any big difference, but at least for thugs, the same gems do matter. If you make a 5-gem 2-hander just as good as the combination of a 5-gem 1-hander and a 10-gem shield, the 2-hander is going to be built in the vast majority of cases. Also it seems to me that a good number of the 2-handers discussed here are decidedly low-level. And in the early game, a mage turn is a lot more expensive than it is later, relatively speaking. And the number of gems needed is even more critical. In the end, a construction 4 item should probably see use more often in the game once that level of construction is researched. If you compare a 5-gem level 0 item to a combination of a 5-gem level level 0 item and a 10 gem level 4 item, the latter should be better in most situations. Off topic: Quote:
If you do not think relevant or want to answer one of my questions, just ignore it. I am not quite so self-centred that I regard you or anyone as having a duty to answer a question just because I ask it. It also seems like my wording threw you off and you took my question a bit too literally. In my defence I will say that it never entered my mind that anyone would interpret my words so narrowly as to think I meant using the newweapon-command and adding the ability directly to the structure (hope that was clear enough). Admittedly I have done very little modding and most of what I have done has concerned monsters, but all the more reason to ask when it comes to magic items, in my opinion. Quite a few things are not exhaustively covered in the modding manual and among them is what items hide at construction 12. For all I know, there could be a number of nifty single-ability items there that could be used on occasions such as this. From your response, though, I gather that this is not the case. Again, I am sorry if I offended you with my question. |
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For instance you could turn Horror Helm, the item, into a replacement for imp axe which wouldn't have the pillage bonus, if you accepted that you'd be losing horror helm just to remove an attribute no-one cares about. Same situation with construction 12 items, if there was even one that just granted fear, it would be a less messy solution to the 'problem' (imp axe having pillage). |
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