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Old September 18th, 2006, 03:17 PM
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Default Re: Blessings balance?

That's wonderful. Combine the increased affliction chance with the increased damage, and you have guerilla tactics that death nations can use. They can send smaller, expendable armies of undead and priests earlier in the game to attack enemies, dealing a lot of damage and afflictions before they die, ruining the larger defending armies.

Cheap sacreds like flagellants might also be good for something like this.

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Old September 18th, 2006, 03:20 PM
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Default Re: Blessings balance?

Quote:
BigJMoney said:Cheap sacreds like flagellants might also be good for something like this.

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My thoughts exactly.
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Old September 18th, 2006, 03:25 PM
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Default Re: Blessings balance?

Since this thread is about blessings balance, I'd like to bring something up. Unless B9 has changed, it's really lousy now. You see, you've got a choice. Take D4 which will increase your chance of immediately dealing afflictions, or take B9 which will curse units and thus increase their chance of receiving afflictions in some later (maybe to never come) battle. Hmmm, which one will I be taking?

I think it's time to change B9. If increasing afflictions is seen as a proper level 4 bless, then it doesn't really belong to be blood's level 9 bless anymore. Or, has this one changed already? I'd like to find out before I start making personal suggestions to what B9 could be instead.

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Old September 18th, 2006, 03:30 PM
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Default Re: Blessings balance?

Quote:
BigJMoney said:
That's wonderful. Combine the increased affliction chance with the increased damage, and you have guerilla tactics that death nations can use. They can send smaller, expendable armies of undead and priests earlier in the game to attack enemies, dealing a lot of damage and afflictions before they die, ruining the larger defending armies.

Cheap sacreds like flagellants might also be good for something like this.
I don't think it makes a good raider force. They aren't good at pillaging, or even much better at conquering provinces, but they can make enemy armies less powerful. That's rarely useful against national units, but against Jotunheim, or thugs or SCs, it can be worth it. And the 100%, or doubled afflictions, are just for Death 4. Every pick after 4 increases it by further 50 percent. At Death 9, we're talking of +350% afflictions.
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