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I have made a modified blackunitview map containing all the units zen has changed in his spell mod. That hopefully helps to make comparisons easier.
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I forgot to enable the heroes upgrade mod when viewing that map, so you wouldn't be the only one... http://forum.shrapnelgames.com/image...es/redface.gif |
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Regarding the conceptual pretender mod, I get the feeling that almost all the human pretenders are still pretty useless. Spending 50-100(1-2 scales) points more and actually getting a decent combat chassis(naga) seems to be a dominant strategy.
In addition most humans seem to be pretty generic. a rime mariner/master druid/freak lord is just an archmage with cold resistance and one path preplaced. So Iīve modified zenīs mod for myself, so that it raises their skill in their primary path to 2, gives the archmage 1 in every path and raises his cost, gives glamour to the arch seraph, gives the great sage a researchbonus of 20 and raises death on the bog mummy to 2(because youīd much rather take the dracolich or a normal lich than her). But even with those changes I donīt feel that they are particularly good choices, because specialists are usually simply better than rainbows. |
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I'd hi...take Archmage in that mod. Definedly.
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Hmm. Just looking at it, seems to me the Blood Thorn has been nerfed rather too much. Damage 0 and strength not added??? It's not an athame, it's a stick of jello. I can see damage 0; I could even see a negative damage on it (the ceremonial decorations, gold construction, etc) but not the bit about strength not being added. With a negative damage and strength, there would be very few commanders using it - some pretenders, giants, units that receive heroic strength; oh, and ones that could cast Astral Weapon of course. (Admittedly it would be okay against many independents for other commanders, but still relatively useless against late game commanders, summoned units, etc.) |
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I think the idea with the blood thorn is to keep it as a path booster which uses a hand slot but remove it use as a weapon.
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