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-   -   Air 9 bless: useless? (http://forum.shrapnelgames.com/showthread.php?t=18367)

archaeolept March 20th, 2004 05:21 PM

Re: Air 9 bless: useless?
 
ehh, why not the obvious +4 hit points for blood9?

makes it attractive then both for cheap bless units and expensive, w/out being unbalanced like blood vengeance, and, i'm guessing, life drain - the problem w/ both I'd think would be how they become just too powerful in an SC or mini-SC chassis.

Kristoffer O March 20th, 2004 07:38 PM

Re: Air 9 bless: useless?
 
Quote:

Originally posted by Peter Ebbesen:

Am I the only one who really likes the 75% Shock Resistance that Air 9 currently gives and finds it a good bonus?

<font size="2" face="sans-serif, arial, verdana">I like it, but that might be obvious. I also like the curse, although it is more fun than useful.

March 21st, 2004 01:57 AM

Re: Air 9 bless: useless?
 
Quote:

Originally posted by Daynarr:
Perhaps Air 9 blessing could give +5 in precision (like Aim Spell). It wouldn't do much for melee units but sacred mages would become quite deadly.
<font size="2" face="sans-serif, arial, verdana">That is exactly what I thought was going to happen the first time I ever did blessing effects. Every other stat is covered but Precision, HP, and Encumberance. This would be especially useful for nations like Abyssia, Tien Chi.

Edit: Actually +4 would probably be more appropriate (Like the Earth9 Blessing). +5 HP is alot, I would rather have it be a % so that it can affect both high and low hp's to a decent degree. What the % should be has to be defined as what is reasonable. Testing Flags and Niefel Jarls with %'s to see if point per ability are worth it.

[ March 21, 2004, 01:08: Message edited by: Zen ]

mivayan March 21st, 2004 02:23 AM

Re: Air 9 bless: useless?
 
Quote:

Charge body combined with total immunity would be dreadfully overpowered. Every enemy hitting one of your sacred units (for the first time) would die. Imagine attacking an army of knights with flagellants. 30 flagellants would beat 40 or 50 knights. Most of these knights would die.
<font size="2" face="sans-serif, arial, verdana">Air9 giving charged body with no lightning resistance would be fun though, flaggelants turning into air-shielded suicide-bombs. This is not a good idea, but would be fun. Everyone dies but flaggelants are cheaper http://forum.shrapnelgames.com/images/icons/icon10.gif

GavinWheeler March 21st, 2004 02:32 AM

Re: Air 9 bless: useless?
 
Quote:

Originally posted by PvK:
Though, here's an idea - what if it were a chance that the killer sometimes got horror marked instead of cursed? This would fit blood magic, and be somewhat more ominous.
<font size="2" face="sans-serif, arial, verdana">Horror marks are way more powerful than curses, I would think, so this would have to be a rare event. But I agree that it fits the overall feel of blood magic<->Horrors & horror marks.

Or maybe you could make blood slaves into sacred units. So enemy troops who massacre your blood slaves in battle get cursed in the process.

Not that I find blood magic underpowered in single player games, either.

Daynarr March 21st, 2004 02:34 AM

Re: Air 9 bless: useless?
 
Perhaps Air 9 blessing could give +5 in precision (like Aim Spell). It wouldn't do much for melee units but sacred mages would become quite deadly.

Peter Ebbesen March 21st, 2004 02:39 AM

Re: Air 9 bless: useless?
 
Quote:

Originally posted by Daynarr:
Perhaps Air 9 blessing could give +5 in precision (like Aim Spell). It wouldn't do much for melee units but sacred mages would become quite deadly.
<font size="2" face="sans-serif, arial, verdana">...And non-sacred. Time to mass-produce Shirts of the Battle Saint. http://forum.shrapnelgames.com/images/icons/icon10.gif

Am I the only one who really likes the 75% Shock Resistance that Air 9 currently gives and finds it a good bonus?

mivayan March 21st, 2004 03:03 AM

Re: Air 9 bless: useless?
 
+4 precision would be really nice for nations with sacred mages. It might let the abysian mages hit the something. Maybe good for pythium too but they mostly throw soul slay and other 100 prec spells dont they?

March 21st, 2004 03:06 AM

Re: Air 9 bless: useless?
 
They have Air Magic picks which gives them +1 Prec per path. So they don't need it much (They use Orb Lighting often, as well). Nations without access to Nature/Air would be the ones who would benefit from it most with that aspect, and since there are no sacred ranged units (beyond javalins) it wouldn't have a dramatic impact on that.

PvK March 21st, 2004 10:37 PM

Re: Air 9 bless: useless?
 
Quote:

Originally posted by Teraswaerto:
</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana">Originally posted by GavinWheeler:
Horror marks are way more powerful than curses, I would think, so this would have to be a rare event.

<font size="2" face="sans-serif, arial, verdana">Horror attacks are rare even in magic 3 dominion, so I'd say Curse is nastier. A horror mark isn't a big deal most of the time.
...
</font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">Yes random horror attacks seem quite rare. My thinking was that Horror marks would be interesting and useful because Blood also gives the ability to call and send horrors, which can be much more effective if there are horror-marked targets. So if the enemy kills some of your sacred units, the horror marks would give you a way to use horror spells more effectively to get back at them.

PvK

[ March 21, 2004, 20:38: Message edited by: PvK ]


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