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Re: Cthulhu R\'lyeh Wgah\'nagl Fhtagn, Lä! Lä!
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People's decisions on this were almost entirely made on how Mind Duel was _supposed_ to work, not how the bug made it work. Besides, do you really expect players to have enough time to testbed _every_ aspect of Dominions?! The effects of Mind Duel on Pretender design and faction balance are IMHO undeniable and undesireable. |
Re: Cthulhu R\'lyeh Wgah\'nagl Fhtagn, Lä! Lä!
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Re: Cthulhu R\'lyeh Wgah\'nagl Fhtagn, Lä! Lä!
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To sum it up: I have played a fair number of games with reasonably competent players and mind duel has not in my experience been a major factor in pretender design. Nor does its power when analysed appear to me to be so decisive as the cspigs discussions imply. I think the astral kings have been attributed consequence disproportionate to their actual power. Perhaps we could play a game or two when Dominions 2 becomes available to you. |
Re: Cthulhu R\'lyeh Wgah\'nagl Fhtagn, Lä! Lä!
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Hmm. For a while at least. Then others might try to boost their mages to get rid of him. Can it be that no one gives their pretenders astral picks? http://forum.shrapnelgames.com/images/icons/shock.gif I often do. There are so many useful astral spells, low as well as high level and a dead pretender is not a big problem. |
Re: Cthulhu R\'lyeh Wgah\'nagl Fhtagn, Lä! Lä!
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Hmm. For a while at least. Then others might try to boost their mages to get rid of him. Can it be that no one gives their pretenders astral picks? http://forum.shrapnelgames.com/images/icons/shock.gif I often do. There are so many useful astral spells, low as well as high level and a dead pretender is not a big problem.</font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">Pretenders with Astral IMHO are far better off not spending points on other magic paths, especially when they are expensive to begin with. You can afford more Astral this way, and don't stand to lose 2 skill when you die. These are both cool Pretenders, and I have considered using them -- but because I like them rather than because they're effective. If it wasn't for the nature of Mind Duel I might even use them in a multiplayer game. The Shedu's inability to wear an Astral Skullcap, 125 cost, and starting with only 1 Astral is particularily bad. |
Re: Cthulhu R\'lyeh Wgah\'nagl Fhtagn, Lä! Lä!
Can you tell me that WHAT THE HECK IS A MIND DUEL? http://forum.shrapnelgames.com/image...s/confused.gif
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Re: Cthulhu R\'lyeh Wgah\'nagl Fhtagn, Lä! Lä!
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[ October 06, 2003, 08:58: Message edited by: Jasper ] |
Re: Cthulhu R\'lyeh Wgah\'nagl Fhtagn, Lä! Lä!
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Re: Cthulhu R\'lyeh Wgah\'nagl Fhtagn, Lä! Lä!
Just realised something...
The role of Illithids has changed: In Dom I, they are "artilery", having a ranged attack with AoE. In Dom II, they seem to be somekind of "Snipers", taking out single units effectively out of batle. I can see the huge potential of this, being able to lock down Cavalry, including Knigths, Serpent Cataprachts and *drum roll* Atlantian War Lobsters and "Big creatures", including Krakens, Sea/Horned/Sacred Serpents and *behold!* Shamblers And i think that their commanders can still target magic Users and commanders, shutting down mages, priests and *gasp* supercombatants. Of course i think that you can resists the effects of new Mind BLast, but i can still see the potential. |
Re: Cthulhu R\'lyeh Wgah\'nagl Fhtagn, Lä! Lä!
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