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Old October 15th, 2003, 06:19 PM
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Default Re: Dom I Strategies which WON\'T work in Dom II

The ten whammy's were;

1> Super Combatants
2> Instant Magical Movement
3> Magic Duel
4> Ritual Summons
5> Battlefield Summons
6> Battlefield Domination Spells
7> Storms
8> Army BLasting
9> Province BLasting
10> Assassination

1> Super Combatants - Toned down? How?
2> Instant Magical Movement - Only lab to lab now? Not sure if I like this. I would have prefered making it much harder/expensive, but keeping the effect.
3> Magic Duel - Not sure how this has changed, if at all.
4> Ritual Summons - Probably have changed, but I don't know about the changes yet.
5> Battlefield Summons - Word is that battlefield conjuration has been seriously limited. Gem costs for even lesser elementals and double fatigue. Not sure I like this, as it was a mainstay of the game. Will judge when I see the new system in action.
6> Battlefield Domination Spells - With ward rendered non-perfect these combo's are severely weakened.
7> Storms - Delighted to see this taken down a few notches.
8> Army BLasting - Stuff like Murdering Winter. Might be more popular than ever now that it's harder to project power.
9> Province BLasting - Same as above
10> Assassination - Not sure if the spells that kill commanders are still around. Will have to see.

In the new enviornment we may see much more play with magic pretenders and bless. Also we may see more done with global spells, since that may be the only way to "reach out" with your power now that you can't get there with troops. This is all conjecture of course... I'll have more to say once the game is released and I have a chance to evaluate the situation.

In the meantime if some beta testers have comments, feel free to give us a clue.
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