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Originally Posted by Aezeal
Blood for the Bloodgod...
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no it's not for those useless crosspaths but.. whatever 
personally I think those worthless leftovers from training mages to get the right combination of paths (usually get a high number in one of their paths) should be worthless else the balance will be ruined. Instead of 75% worthless mages a nation will get 100% usefull battlemages.. balance will be gone..
but that is probably not what you want to hear in this thread 
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Actually, that is excatly the stuff I want to hear. Criticism is always good to hear. If I didn't listen to critics, I'd be nothing but a mere troll.
But I'm kinda confused by your argument. Are you saying that a nation can only have 1-2 useful battlemages and rest
have to be crap? This mod doesn't allow you to recruit any more mages than normally, you just might be sometimes tempted to recruit Celestial Masters for their combat ability (seriously, in vanilla, they're just researchers and item forgers, in combat they're W2 mages.. Now that's seriously lame for 6 pick mage).
Besides, all of my spell are mid and low level, since I don't want to touch the late-game balance, not even with a 10-foot laser pole. It's a castle made of cardboard and make-believe. Your E4 mages are still awesome, even if there happens to be some more cross-path spells.
Like Maraxus said, EVERYTHING GOING BERSERK WITHOUT SAVING THROWS IS UNBALANCED. That sounds like a spell for Chaos warhammer mod. Besides, there already is that nature spell that makes units go berserk. But I made this based on our discussion. Astral weapons makes melee weapons AN.
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S/N: Blessings of Fortuna: The caster calls for the god of fortune to meddle with outcome of the battle. She will bless some troops on the battlefield by powerful astral protections. The caster has no power over who the Fortuna decides to bless, but she is known to take liking to helping the meek underdogs to prevail against powerful foes. Or the other way around. (battlefield wide, affects both enemy and opponent, costs a gem, MR easily negates!, gives Astral Weapons, Luck, and Twist Fate)
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Since it's MR negates easily, it's most powerful when you have a chaff horde and the opponent just has some elite high mr troops.