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-   -   Nations that seem strong/weak (http://forum.shrapnelgames.com/showthread.php?t=31546)

Zebion November 4th, 2006 09:27 PM

Re: Nations that seem strong/weak
 
Does no one think of poor marigon? My poor inquistors are all old men

Archonsod November 4th, 2006 09:57 PM

Re: Nations that seem strong/weak
 
Quote:

Graeme Dice said:
A 10 blood slave cost for every single mage you recruit is not trivial. It's a massive cost that will become 30 or 40 slaves per turn at a minimum.

Infinitely cheaper than those nations who are stuck with something they can't do anything about - miasma, death dominions, loss of power on land and so forth.

Arameyan November 4th, 2006 10:51 PM

Re: Nations that seem strong/weak
 
Quote:

Archonsod said:
Infinitely cheaper than those nations who are stuck with something they can't do anything about - miasma, death dominions, loss of power on land and so forth.

What's so bad with miasma? they cant recruit sages or indeps but have many mages and summons immune to disease.

Archonsod November 5th, 2006 01:58 PM

Re: Nations that seem strong/weak
 
I wasn't saying miasma was bad. The point is you can't easily work around the detrimental effects.

Arameyan November 5th, 2006 02:46 PM

Re: Nations that seem strong/weak
 
ok

I'll read more carefully next time http://forum.shrapnelgames.com/images/smilies/happy.gif

NickW November 5th, 2006 02:48 PM

Re: Nations that seem strong/weak
 
Quote:

Graeme Dice said:

Why should there be any kind of balancing factor? Abysia was certainly not anywhere close to overpowered in Dom2, being a fire nation, so why was it necessary to nerf them, (And Marignon), so terribly in Dom3?

I think it was a nerf targetted at anyone who thinks Death scale is free points, which was a lot of Dom2 players.

Now any nation that has recruitable old mages, and there are plenty, has to think long and hard if they really need those points from death scale bad enough to live with the side effects.

Zebion November 5th, 2006 04:00 PM

Re: Nations that seem strong/weak
 
I'm guessing MA marigon is ignored in this subject on aging,considering that all their normal inquistors are old men,as well as their mages,if I remember correctly the youngest natural mage had old age as well,and unlike abysia,this nation does not have blood hunting capabilities like abysia to forge boots

LeSquide November 5th, 2006 04:37 PM

Re: Nations that seem strong/weak
 
I thought 100% poison resistance stopped Miasma?

dirtywick November 5th, 2006 04:55 PM

Re: Nations that seem strong/weak
 
Quote:

LeSquide said:
I thought 100% poison resistance stopped Miasma?

I don't think so. A lot of PR pretenders get diseased by the second or third turn.

Zen November 5th, 2006 06:05 PM

Re: Nations that seem strong/weak
 
Quote:

LeSquide said:
I thought 100% poison resistance stopped Miasma?

Swamp Survival stops Miasma. Nothing else. Though undead/demon get the Diseased affliction, it doesn't actually affect them.

FrankTrollman November 5th, 2006 06:19 PM

Re: Nations that seem strong/weak
 
Lifeless too. It doesn't do jack to Oracles.

-Frank

Nerfix November 5th, 2006 06:21 PM

Re: Nations that seem strong/weak
 
I thought that being Cold Blooded was the main way of stopping it? http://forum.shrapnelgames.com/images/smilies/wink.gif

Foodstamp November 5th, 2006 07:54 PM

Re: Nations that seem strong/weak
 
I believe Nerfix is right. According to the manual, cold blooded units do not suffer from the domain. More than likely, the "Swamp Survival" units are probably "Cold Blooded" as well.

It makes sense for demons, undead and lifeless units to not suffer from this as well. BTW, CTis Miasma is very fun to play =)

FrankTrollman November 5th, 2006 09:58 PM

Re: Nations that seem strong/weak
 
Creatures with Swamp Survival or Cold Blooded traits do not get diseases in Miasma dominion.

Lifeless, Demonic, and Undead creatures don't really care if they get diseases.

Regenerating creatures are highly resistant to diseases and will likely never die from one. Recuperating creatures are very likely to remove disease conditions before they become a serrious social problem.

Nonetheless, Miasma has access to pretender gods which are not cold blooded, don't have swamp survival, are living, aren't demons, and have no special healing capabilities.

Why?!

-Frank

Cainehill November 6th, 2006 01:36 AM

Re: Nations that seem strong/weak
 
Stupidity?

Agrajag November 6th, 2006 02:06 PM

Re: Nations that seem strong/weak
 
You could always just take death 2 on your god and beeline to twiceborn.

Shovah32 November 6th, 2006 02:55 PM

Re: Nations that seem strong/weak
 
Or take an imprisoned god for some strange reason (amazing scales and dominion maybe?)

HoneyBadger November 8th, 2006 12:21 AM

Re: Nations that seem strong/weak
 
I like Abyssia, in Early Age. Sacred troops are very nice, and province defense is quite tough. Salamanders destroy indeps. Fire resistance is easy to counter, admittedly, so it's good to wean your Abyssians off of fire and into blood magic by mid-game. I like to use a jailed enchantress or cyclops with totally trashed scales and 9 death and either 9 fire, astral, or earth. I try to get a good stable of flying demon assasin commanders and then equip them very well. The assasins can be equipped with two blood thorns or a hellsword and shroud of sacredness, which will make them very survivable flying behind the lines. A ring of regeneration is nice if you can afford the nature magic, and an elixer of life is a good insurance policy, especially in late game. With Abyssia, you want to hit the independents hard, and get as many as possible working for you, since Abyssia is pretty much a 1 trick fire pony until you can get the higher up blood summons. The lack of archers for Abyssia is really minimal if you get a good ratio of salamanders and demonic commanders. I don't think the demon soldiers are worth investing in though, except as a good screen for your flying commanders. Even then, they're a waste, in my opinion, atleast after the first few years. All told, Abyssia isn't that great in multi-player if you play it straight, nation against nation, but you have an excellent capacity for getting around that by knocking out independents and holding onto them. Much better, in my opinion, than Niefelheim, with less weaknesses.

Shovah32 November 8th, 2006 04:45 PM

Re: Nations that seem strong/weak
 
I would avoid giving bloodthorns or hellswords to the assasins, the lifedrain nerf means you should have better things to spend slaves on. For your slayers try:
boots of giant strength
bearclaw talisman
amulet of luck/antimagic/ring of the warrior/burning pearl depending on situation and avaliable mages/gems.

You will end up with a slayer who has 2, strongly poisoned daggers and a strength of 25(+ the daggers damage) and either luck/great mr/very high attack

Teraswaerto November 8th, 2006 05:00 PM

Re: Nations that seem strong/weak
 
All that seems a little excessive, there are better uses for gems IMO. Lifelong Protection is enough to kill human commanders and the assassin will have a hard time killing titans or monsters even with items.

Giving non-mage humans (or Abysians) lots of magic items always seemed like a bad idea to me since they are so frail physically.

Shovah32 November 8th, 2006 05:04 PM

Re: Nations that seem strong/weak
 
But these arent abysians, these are demonbreds http://forum.shrapnelgames.com/images/smilies/laugh.gif. Flying, good health, nice stat assasins of doom http://forum.shrapnelgames.com/image...ies/tongue.gif

Endoperez November 9th, 2006 06:35 AM

Re: Nations that seem strong/weak
 
Quote:

Teraswaerto said:
All that seems a little excessive, there are better uses for gems IMO. Lifelong Protection is enough to kill human commanders and the assassin will have a hard time killing titans or monsters even with items.

Giving non-mage humans (or Abysians) lots of magic items always seemed like a bad idea to me since they are so frail physically.

Lifelong Protection is an expensive magic item. 25 Slaves against 15 to 20 gems? Bear Claw Talisman: N1E1 so 10 gems, +5 Str and +3 Morale. Boots of Giant Strength, E1, give +5 Str. Thats's 15 gems for very nice damage. The other items increase either chances of survival (lcuk), or Attack (Burning Pearl, Ring of the Warrior), both very good effects for someone with two attacks and insane strength.

Teraswaerto November 9th, 2006 09:04 AM

Re: Nations that seem strong/weak
 
Gems and slaves are not quite the same thing, and Abysia wont typically have many gems other than fire.

It all depends on playstyle of course, and I haven't used the demonbred assassins much at all, so these are just general impressions.

Endoperez November 9th, 2006 09:30 AM

Re: Nations that seem strong/weak
 
Quote:

Teraswaerto said:
Gems and slaves are not quite the same thing, and Abysia wont typically have many gems other than fire.

It all depends on playstyle of course, and I haven't used the demonbred assassins much at all, so these are just general impressions.

Even if Bear Claw Talisman was replaced by Girdle of Might (reinvig 3, Str +3) the strength increase would be very nice. Anointed of Rhuax have E1, and can get a second pick, so EA Abys should have some Earth income. Nature is rarer, especially N1E1. They'd need Witches or something for that.


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