Re: Why magic paths are like mod Nations.
Well, I do think the spells themselves are important, and that there's room for several more paths, but the primary focus for me, as far as new paths are concerned, is going to be on new bless options. I like sacred units. I like bless strategies. That's fun for me, both to mod in, and to play around with. But our choices there are currently *severely* limited. Does anyone strongly disagree with that statement?
Are there more than 2-3 vanilla Nations that are regularly played with an Air bless, or a more than circumstantial Blood bless? How many human Nations regularly and competitively take a high (more than 4) Nature bless? Earth, Fire, and Death are also somewhat niche, and Astral and Death are considered by many to be some of the weakest blesses (admittedly, they see a lot of use).
At the very least, I'm hoping that Johan and Kristoffer will take a look at this thread and consider it. Even if we don't get the option to mod in new paths (and I hope we do, I'd like to design a few), maybe we'll atleast get some more options. A new Illwinter-made path or 2 is a lot nicer than no new paths and no new blesses.
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