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  #191  
Old May 1st, 2008, 10:15 AM

GWAR GWAR is offline
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what kind of gear would u usualy put on a banelord to make him effective?
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  #192  
Old May 1st, 2008, 10:18 AM
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Quote:
Baalz said:
Yep, obviously this is a great oversimplification, but if you do accept my previous suggestion that 10 gems = 2 extra combat casters (which makes sense if your mages are constrained by your number of castles and you have a research target) then an outfitted banelord is more like 6 extra casters. Obviously everything has its use, but 6 banefire/enslave mind/gift of heaven/thunderstrike spamming mages can most certainly trump a decked out banelord in lots of situations.
I don't even like banelords that much as thugs.

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  #193  
Old May 1st, 2008, 10:21 AM

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I really fear that nations that need some magic to work will be screwed here, not much space, difficult research, no CBM... probably astral powerhouses and bless nations are the only that can really be competetive. I really think that Mind Hunt, Master Enslave, Magic Duel should be simply removed from the game, that would make game more interesting.
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  #194  
Old May 1st, 2008, 10:59 AM
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Mind Hunt is not that better than Seeking Arrow (which can't be resisted and kill most humans commanders), or Earth Attack and national assassination spells. In a large game trading for some antimagic amulets in not that hard.

Magic Duel is a spell very rarely used, it's just a problem if you have an astral 1-2 pretender and want to use it on the battlefield against an astral nation (not a good idea).

Master Enslave come late with slow research, remaining players should have a way to cast antimagic, but I agree in some situations (round one casting in defense, when the ennemy can't protect his army) it's one the most overpowered spell (like any instant spell not counterable in round one).

I'd like a game mechanic to be created, making impossible to use any instant battlewide offensive spells in round one (not only Master Enslave but also Rain of Stones, Earthquakes, Bone Grinding, Arcane Domination, Undead Mastery, Unraveling) so the attacker has one round to cast army buffs ; then endgame battles can't be resumed by "defender wins if he has mages and gems". But as this mechanic isn't present, and such a rule is totally unenforcable, I think it's better to play with them than to remove all the spells in this category (and see no reason to remove only master enslave, the problem is not a particular spell).
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  #195  
Old May 1st, 2008, 11:40 AM

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We need to refocus the thread if possible on the game, though I am as guilty as anyone. Eight more people need to send in race selections, and then I can do the race division.

The Game will not start before May, 15 in any event. But if people know their races earlier, it will give them more time to customize their pretender.

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8. Moderation
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  #196  
Old May 1st, 2008, 11:43 AM

Zeldor Zeldor is offline
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I will send in my final list with alternatives tomorrow.
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  #197  
Old May 1st, 2008, 11:46 AM

Aezeal Aezeal is offline
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If you let me in I'll send my selection right away.. Llama can make a new game of his own for example
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  #198  
Old May 1st, 2008, 12:23 PM

Zenzei Zenzei is offline
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I too will send my list by tomorrow. Selecting a nation for this game really requires some thinking.
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  #199  
Old May 1st, 2008, 12:32 PM

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I will have to get thinking!
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  #200  
Old May 1st, 2008, 12:33 PM

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Anyone interested in creating Weak Nations Confederation [WNC]? We could use our crappy troops, research-dependant mages to fight off all sacreds, elephants, hydras...
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