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Re: Dom I Strategies which WON\'T work in Dom II
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On the game of game balance in the late game. It could be the key of the issue. Or it's just because magical endgames in MP have different rules or foci from what everybody is used to. Such endgames so uncommonly played, and the player base of Dom 1 is so small that I don't think we've explored them well-enough. |
Re: Dom I Strategies which WON\'T work in Dom II
>I don't think that you can kill 600 troops with a single MW. As Alex said, it can only kill 20%-40% of an army. If your enemy has a 2000 units army, Mw won't help you.
A single MW or FFTS will kill very close to 20-25% of an army that is made of conventional troops. With multiple castings you can get the damage close to 50%, and yes I have seen/done multiples many times. As Pocus points out, one of the big effects is strategic. Once an enemy gets hit by MW/FFTS he tends to split his forces up to mitigate the potential damage. Now the attacker can focus while the enemy is split up. I usually don't cast these spells to nail troops. I am almost always more interested in depleting the mage strength in the army. Many opponents use communion, relief, or wards. If I can knock out any part of a combo pre-battle it's worth almost any gem cost! On the other hand... we are discussing Dom I, who can say what will happen in Dom II after players have worked the new system for months? |
Re: Dom I Strategies which WON\'T work in Dom II
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1. it is always better to have a game balanced by the devs, they know all the intricacies and implications incurred by a changes, it is their game after all. 2. it solves the problem of players which dont have time to browse all the mods to asserts which ones balances things the way they want. Also, not all players are aware enough of the game subttle mechanisms to make the best appraisal about a given issue. 3. it solves the problem of MP games where you have to decide democratically which one to use.</font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">I agree Pocus. The vanilla game must be balanced. However I agree with Aristoteles as well. If you feel that something is unbalanced you can remove it. That is always good. Just check out the various balance packs for SE IV. It is a good things, if the players are able to balance/tweak what they want. |
Re: Dom I Strategies which WON\'T work in Dom II
>I also predict that Star Child will become the new king of assasins in Dom II because of the singletarget, range 50, precision 100 no AoE paralyzing Mind BLast.
The Star Child was already king of assassins. http://forum.shrapnelgames.com/images/icons/icon7.gif It's all about Star Fire. |
Re: Dom I Strategies which WON\'T work in Dom II
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Actualy, Lord of the Nigth with Black Heart is the king of assasins. Heliopagus with Black Heart gets close. Dusk Elders with Black Hearts are quite nasty too. |
Re: Dom I Strategies which WON\'T work in Dom II
>Lifelong protection must be nerfed
Let's see it's effect in the new game before passing judgement. http://forum.shrapnelgames.com/images/icons/icon12.gif |
Re: Dom I Strategies which WON\'T work in Dom II
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Re: Dom I Strategies which WON\'T work in Dom II
>IMO undead summoning assasins were/are better, but Starchilds were/are very good also.
>Actualy, Lord of the Nigth with Black Heart is the king of assasins. Heliopagus with Black Heart gets close. Dusk Elders with Black Hearts are quite nasty too. Ok, when we say "assassins" I took that to mean regular assassins without items. Otherwise why would we even mention the starchild in the same post? Of course it pales next to funky supercharged stuff. The starchild has always been the most dangerous unaugmented assassin coming from a national list. |
Re: Dom I Strategies which WON\'T work in Dom II
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Re: Dom I Strategies which WON\'T work in Dom II
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