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Old June 26th, 2012, 04:52 AM
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Default Re: Blood SCs

Quote:
Originally Posted by Bat/man View Post
That 99 fatigue cost seems like an improvement but it is really a terrible nerf.

It means that the AI can (and now - will) cast slave and master and fatigue himself out of a fight.

this can happen if
a). the blood mage has few spells researched.
b). No spells in range.

So, this makes scripting more difficult

It gets worse.

Even though the spell theoretically consumes no slaves - intermittently, it will in fact consume a slave.

This makes slave management more difficult.

Finally, it truly bolluxes up communions, reverse communions, and linebacker communions (qv).

if one of the mages that you intend to be communion slaves casts master it can prevent all slaves following it to *not* cast a spell. (remember all slaves cease casting upon the first cast by a master).

So, all in all, that 1% fatigue change is pretty huge change.
If you think it's a nerf you just don't understand how to use it. It is, in fact, a huge boost. All the problems you've listed are either imaginary, insignificant or easy to avoid.
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