Re: Blood Magic
Man, you do have a tendency to dramatization...
So, you found a loophole to circumvent the scout + dousing rod fix, so what? it's not like that is not doable (and much easily, with the addition of dousing rods) in Dom I.
Good that you spotted it and I would support an increase of the blood empowering cost in view of this, but I cannot follow how you conclude from that that Blood will be worse in Dom II than in Dom I.
In my current Dom I MP game one of my opponents crossed my borders with over 20 IDs. They were quite of a pain to deal with, yet a good number of them are dead now and many of the remaining ones are badly crippled...and know what? all the counters that I used will still be avaliable in Dom II, yet in Dom II he would _not_ have been able to summon 20+ of them.
I disagree with your assesment that the counters are severly crippled, I am discovering both new ones & new Versions of old ones.
What is crippled is your favoured strategy of 3 order-prod-growth + Wyrm pretender for hyperexpansion & buriying your opponent in seasonal spirits & lesser elementals....just move on, you are capable of more than that.
It's worth noting also that the big summons are more spread along the magic fields in Dom II, this dismishes the relative power of Blood in the SC race.
I still have some doubts about how the system will work (dispeleable critters?), but one move that I would support is that if one of these unique critters dies, he should stay dead for the game instead of being summoned back.
-editted my grammar
[ November 03, 2003, 18:38: Message edited by: Wendigo ]
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