Re: Dom I Strategies which WON\'T work in Dom II
>3. In a tie both participants die.
Nice. I like that.
It's still potent though. The nations with mages that have astral-1 skill will have to worry about a beefy astral mage waltzing in and cleaning house.
>there is a new more difficult and expensive astral spell that works like gateway used to, as well as a similar difficult death spell that carries with it a few danger for those using it.
Excellent.
I like that it's still available, just more difficult.
>1) Super Combatants are practically non-existent
I must really wonder if this is true, or if you just haven't been abused yet.
>There is new combat system that allows units to hit enemy with fire shield before they take damage
While this is a good first step, it would barely degrade many super-combatants.
>Also, any following attack after first one (during same turn of course) reduces protection by 1 and defender's fatigue also increases chances of penetrating armor. In effect, units may gang up on "super combatant" and take him down even if they suffer heavy losses.
It's this way in Dom I as well. A well constructed super combatant will still clean house.
The worst offenders were Ice Devils, which were simply too cheap, and were easy to mass produce. Father Illearths and Pazazu also made quite an impact. I'm hoping this all got toned down a few notches.
>2) Well, I'm not 100% sure about change since I'm not sure how it was, but you can move armies between friendly labs and there is teleport spell that can teleport your mage anywhere.
If the personal movement spells are still working, which is what you seem to imply, then players will react by changing strategy to promote mobile super combatants, and mobile mage teams. If you can bring the mages but not the armies, then that's what will happen. Players will abuse mobility at any opportunity. I know I do...
> Also, seasonal spirits have been toned down and since there are seasons in game now, their power depends on time of season they are in.
Sounds interesting, but I'd need to see that in action before comment.
>There are elemental Kings and Queens that can "Summon Allies" (no cost of gems)
That was in Dom I.
>They are in limited number for each element and each has his own name, characteristics and special abilities.
However in Dom I they wern't limited.
>Not sure if it was in Dom I but there is Fairy Queen that can be summoned which can heal your troops just like Arco priestess.
Always a good summons. The heal ability is new, as far as I know.
>5) There have been discussions about that already but you are first person I saw that liked previous system better.
I'm not sure which system I like better.
I am just concerned because this is a major change to game balance.
>6) Wards have been nerfed, but Pocus is right. There are high-level (8th level) enchantment spells that will protect all your troops.
I have no problem with that. In fact I like that the potent spells are available but take more effort.
>10) Seeking arrows and flaming arrows are still working but not overpowered since they cost significant number of gems
I'm more concerned with Mind Hunt and Vengence of the Dead.
[ October 15, 2003, 19:34: Message edited by: apoger ]
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