
November 1st, 2003, 12:40 AM
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Second Lieutenant
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Join Date: Oct 2003
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Re: Possible bug report: With some Spoilers
Quote:
Originally posted by josh_f:
I noticed the old units were still there, and I ignored them. I don't want spoil you, but some of the new ice devils start off with very nice magic items. I've look through the spell list and I see no good way of dealing with an Ice Devil with any spell below level 7. If Ice Devils were a level 6 summons they would still be better than any non-blood summons. It's possible that my dom 1 experience taints my analysis, and when the full game is out it'll be no problem. Looking at the stats, however, I don't see it. I suppose we'll find out soon enough.
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We must assume the player summoning an ID will protect it with elemental immunities.
That leaves;
The following could do the job via spell check failure: mind burn, sleep, paralyze, and soul slay.
Starfire, even in it's very weakened form.
Curse, and pray that you can beat it down with afflictions.
and...
That's it. The amount of counters for ID's or super combatants is fleeting in DOM II. Frankly I think this is going to poison multiplayer.
Ice devils would be worthwhile at double the current cost.
Blood summons, already a problem in DOM I, had their costs increased by 50%. Meanwhile elementals had a 100% increase in fatigue, plus gem costs. Seasonal spirits also got a 100% increase in gem cost. Evocation spells are now wildly inaccurate. Starfire got a 400% increase in fatigue while it's damage got cut in half. Undead counterspells now don't work versus "devils".
I can't believe IW dropped the ball so hard on game balance. Pretender super combatants and the blood summons are going to dominate multiplayer games.
Unless of course if I'm missing something...
By all means if you can see some way out of this, let me know!
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