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Old January 1st, 2006, 08:15 AM
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Endoperez Endoperez is offline
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Default Re: Fire-9 bless needs rebalancing !

Fire 9 might be better than other blessings, but I don't think it's as unbalanced as you think. Nature 9, as an example, isn't worth it for Pythium, but is very much so for Jotunheim, and especially Niefelheim. One could also consider Schools - Blood is very good for Mictlan, and Construction is good for almost everyone, but most nations benefit more from other schools.

Fire 9 is useful when you can have a sacred unit with good gold/number-of-attacks cost. It works for Flagellants, and for Jaguar Warriors. It's also good for sacred units that have good survivability, but have problems dealing damage, like Vanir and Sidhe.

On the other hand, Water can make high-defence units almost untouchable, Earth can multiply Pythium's Communicants' power, Regenerating Jotun and Niefel are very, *very* deadly... Most blessings have their place. I'd rather see all sacred unit become useful, with at least one spesific blessing, and preferably with many, without making other national units useless (or more useless than they currently are, if that's what you think). This can include toning down of Fire 9.

One thing I'd like to see are blessings that are enabled by combinations of spesific paths, or maybe even paths and scales. Fire 9 and Astral 9 could make your sacred units resistant to hostile magic, and all other current powers - but also make their flaming attacks work much better against Undead and Demons. The ultimate Marignon bless. And maybe Water 9 and Cold 3 would give your sacred units benefits in cold areas - more protection, maybe, or maybe their weapons could be considered magical. Astral and Nature could give a chance to curse any enemy hit by the blessed, OR that hurts one of the blessed, in addition to all the other effects.

Just my pile of cents blundered from a pirate ship.
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