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Re: Endgame Diversity Mod - Lategame summons, released at last!
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Re: Endgame Diversity Mod - Lategame summons, released at last!
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Re: Endgame Diversity Mod - Lategame summons, released at last!
/headdesk!
I guess you've gotten me back, calahan, after all those times I've taunted you. But I will have my revenge! |
Re: Endgame Diversity Mod - Lategame summons, released at last!
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But you bring up a good point that these aren't real in-game situations. The Sidhe Lords can choose when to fight and when to sneak away. The Shishi's will have to deal with a counterattack. And I think this is when their limited slots come into play since you won't be able to cover both MR and elemental weaknesses. |
Re: Endgame Diversity Mod - Lategame summons, released at last!
Hmm, you have a point also. I should have said an axe of sharpness, or possibly an axe of hate. I would definitely have gone with fire brand, but was trying to stick to national paths. A fire brand equipped sidhe would easily carve its way through a shishi. Anyway I suppose the initial tests weren't so bad, in retrospect!
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Re: Endgame Diversity Mod - Lategame summons, released at last!
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Re: Endgame Diversity Mod - Lategame summons, released at last!
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Re: Endgame Diversity Mod - Lategame summons, released at last!
Valerius, thank you for sharing the results of your tests.
I was expecting that there would be more discussion on the impact of the mod on various nations, and the degree to which some nations may benefit more than others. What do folks think about this? Does the mod significantly alter the balance of power between nations? Please note, I'm not suggesting that anything should be changed in an attempt to "balance" power (I like the mod as it is). |
Re: Endgame Diversity Mod - Lategame summons, released at last!
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Re: Endgame Diversity Mod - Lategame summons, released at last!
Regarding nation balance. This mod greatly boosts air nations like Caelum and earth nations (Ulm, Agartha) Who now gets viable midgame thugs in the shishi and mechanical giant.
I can see a whole MA ulm strategy based on mechanical giant + forge bonus. And a similar one with MA agartha with mechanichal giant leading squads of statues. The Caelums can just summon as many shishis as possible and send them against anything with lightning resistance. I tried the treeant. I find it very cool actually, though it might be a bit hard to leverage. It can root and cast bone melter, mossbody and foul vapors, which is some pretty damn cool and underused spells. I think it should be given increased map move in forests. The built in vine shield effect and reinvig makes it possible to weild dual weapons and cast personal quickness. You can get good resistances with items + elemental fortitude, extra reinvig from earthpower, staying power from personal regeneration (24hp regen when rooted!). I really see a lot of cool possibilities. Flying carpets come to mind for these (just imagine a anthropomorphic tree on a flying carpet) |
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