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  #1  
Old January 23rd, 2005, 05:05 PM

atul atul is offline
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Default Re: Balancing Wrathful Skies

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The_Tauren13 said:
From what I've heard, in Dom I national troops were too good and spells too weak.
I think one big problem in Dom 1 was that the battlefield spells such as wrathful skies were totally negated by the 100% immunity protection spells granted. And when all the battlefied-wide protection spells were nerfed to grant only 50% protection while BF-wide damage spells were left as they stand...

And in addition to that, wrathful skies has the perk of being lightning damage - armour negating and stun.
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Old January 24th, 2005, 03:12 AM
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Default Re: Balancing Wrathful Skies

I'm a big proponent of spells that counter others. WS may be too strong/too easy to cast, but adding say a battlefield version of dispel or changing the dynamic of battlefield enchants--maybe working them like globals so that only the most powerful one(s) can exist at a single time would be interesting. In such cases spells like Gaia's Blessing that place an effect on all friendly units could be changed from Battlefield enchants (spells that produce effects on a cyclical basis) to Mass enchants (spells that create a durable effect).
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Old January 27th, 2005, 07:00 PM

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Default Re: Balancing Wrathful Skies

As has been said in this thread, in order to compete, you must field a force that can survive Wrathful Skies. This forces everyone to use the same small subset of units (lightning immune leaders and units). The great variety of unit types present in the game (and therefore, in my opinion, a lot of the flavor) is rendered meaningless.

Even if Wrathful Skies was more difficult to cast, the ability to build gem producing items combined with the superiority of certain summoned units, makes national units unviable. Similary, unit producing items (i.e. soul contracts) product the same effect. Why have any unit except a devil (assuming you have any units at all, you could just field leaders) ?

The game is deep and it is a shame that MP is reduced to a few units and strategies. I'm not very experienced, but from what I have seen and what I have read this is true.

But, I've heard a lot of good possible solutions that would make more units viable. I would love to see large armies of both National and Summoned troops backed up by mages and not just mage armies and SCs.

Regardless, I'm having a blast It's good to see Illwinter here discussing this stuff. It bodes well for Dom 3.
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