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  #1  
Old November 9th, 2004, 03:25 PM
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Nagot Gick Fel Nagot Gick Fel is offline
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Default Re: Ward cumulativity

Quote:
Kristoffer O said:
In dom1 there were 100% res spells. They were considered too powerful.
So powerful it was insane. All the Wards were available early (Enchantment 4-5 IIRC) and affected the whole battlefield.

Quote:
I'm starting to believe 50% might be to little, but I wouldn't want 100% res to be as easily accessible as in dom1.
Not for an entire army, I agree. But full resistance should still be available to leaders who can cast partial resistance buffs on themselves: like Phoenix Power or Elemental Fortitude.
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Old November 9th, 2004, 04:46 PM

Vynd Vynd is offline
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Default Re: Ward cumulativity

If full battlefield resistance is never going to be available, then I'd like to see full battlefield damage spells toned down somehow. Wrathful Skies in particular is so easy to cast at such a low level of research (relatively speaking, in both cases) that if I'm up against anyone with Air magic I feel like I have to design my whole strategy around it.
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  #3  
Old November 9th, 2004, 05:01 PM
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Default Re: Ward cumulativity

check out zen's spell mod. it makes the battlefield damage spells more difficult to cast.
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Old November 15th, 2004, 06:16 PM

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Default Re: Ward cumulativity

Quote:
Vynd said:
If full battlefield resistance is never going to be available, then I'd like to see full battlefield damage spells toned down somehow. Wrathful Skies in particular is so easy to cast at such a low level of research (relatively speaking, in both cases) that if I'm up against anyone with Air magic I feel like I have to design my whole strategy around it.
A simple solution to this would be to have some intermediate steps in terms of spells sizes. Cause right now the progression is:

Single target
area 1 target
area 3-4 target
entire battlefield

Why not move things like Wrathful Skies and other battlefield effect spells to level 8 or 9. Then put in an intermediate step of attack spells that have an area of effect of say 5-8. You'd probably have to tone the damage down a tad (so it didnt wipe out whole squads at a stroke) and give it some good fatigue. That done tho I think it could be effective without being unbalancing.
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Old November 16th, 2004, 11:20 AM
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Default Re: Ward cumulativity

Shimmering Fields already exists. It just is harder to cast than Wrathful Wkies, so it's not casted as often.

Do you mean something like it, or a more powerful variant of the "cloud"-spells, something that works for many turns? Maybe even to the end of the battle? If so, remember that your own units would run after the remaining enemy army throught those clouds...
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