Re: Blood Magic
>So, you found a loophole to circumvent the scout + dousing rod fix, so what?
So it's a balance issue, that's what.
>it's not like that is not doable (and much easily, with the addition of dousing rods) in Dom I.
I complained about it in Dom I because it was a balance issue. I see no reason to stop caring about balance for the new game.
>but I cannot follow how you conclude from that that Blood will be worse in Dom II than in Dom I.
Could be due to the (in practice) lower costs of the big blood summons.
>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.
That's a very unusual circumstance.
Plus if he had 7 big blood summons and thousand imps from HfH, would that have really been better?
>I disagree with your assesment that the counters are severly crippled, I am discovering both new ones & new Versions of old ones.
Really! Well that would certainly bear on the subject of balance. By all means, let's hear those tactics!
>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.
That's the second time you have made this claim, and frankly it's a load of crap. I use every strategy in the book, not just the one mentioned above. I pride myself on comming at the system from every angle possible. When I find unbalancing issues I bring it to the attention of IW/all so the issues can be observed and/or fixed.
You are making it out like I am a selfish git who is trying to protect my one and only strategy. This comming from a player that specializes in blood magic and super combatants. Perhaps you need to take a long look into a mirror.
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