Quote:
Originally Posted by llamabeast
I don't believe sacred rushes are now considered overpowered, are they? I'm not sure.
You could make the Gaia spell MR-negates. I'm not quite sure what the justification would be, but it would make it more reasonable. A crazy thing you could add to it would be summoning of some vinemen as well. As in, the vegetation comes alive, some of it grabbing the enemies and some of it forming vinemen to finish them off
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You might be right, I haven't seen anyone complaining about it for the last month. Stradegy Guides seem to have switches the tactis people use. Perhaps I'm still traumatized by my first MP game?
Nice idea with the vineman summoning. I can imagine some fat mage going like, "I can't be bothered to both
tie and
beat them up, why can't the spell do it for me?".
Quote:
Originally Posted by llamabeast
Yeah, my feeling is that probably you should leave out overarching balance attempts, like "nerf sacred rushes". That's really down to QM and CBM, and if you feel his efforts aren't sufficient you could always make a bonus mini-mod with an anti-sacred spell.
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I thought about this, and it seems that I've got yet another future project coming. As a side effect of figuring out spell ideas for this mod, I've got like dozen ideas for crosspath holy spells. Once I've cleared my other projects*, I'll start doing a "Priestly Domination" mod, to give priestly magic some extra "oomph".
I don't believe sacred rushes are now considered overpowered, are they? I'm not sure.
Quote:
Originally Posted by VedalkenBear
Burn: We can't actually give resistances? How awful. That would give us so many more tools....
The reason that the Ice spell has two damage components, with one that does 'extra' damage to Undead, is so that it can actually hurt them... rather like Astral Fire is the only Fire that burns underwater, I wanted Celestial Ice to be the only type of Ice that can hurt Undead.
D/W
Stygian Flow
DW
Range: 40+
AoE: 1+
Effect: Feeblemind
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Oh, you meant it as a twin to Astral Flames? Oh, now I get it. I'll move the "celestial waters" to the future priest mod and take the celestial ice on the mod.
Stygian Flow: Proably MR resists, right? I'm having the oddest compulsion to intentionally mispell it as Styxian Flow
Quote:
Originally Posted by Aezeal
You could make the Gaia spell MR-negates. I'm not quite sure what the justification would be, but it would make it more reasonable. A crazy thing you could add to it would be summoning of some vinemen as well. As in, the vegetation comes alive, some of it grabbing the enemies and some of it forming vinemen to finish them off.
good idea combining a buff witha summon or a damage spell with a summon.. at leat one should be in and this might be the best option. 
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Llamabeast beat you to it.
Quote:
Originally Posted by Aezeal
or just summons.. summons are nice and decent battle magic and a bit overlooked till now.. don't knwo which paths you are missing but summons shoudl fill at least 2-3 spells. Especially in the paths which already have decent combat spells a summoning would add more than just another damage spell.
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Oh, there is actually 2 of them in them in the 0.2 (W/N summon kokytiads and D/N animate manikins) and the Clayman battle summon will likely be 0.3
* In order of completion:
- Mapping of explsprites and flightsprites
- CPCS and starting a MP game with it.
- Updating Alugra and starting a MP game with it.