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  #1  
Old March 10th, 2008, 07:21 PM
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Default Re: Tartanians

Quote:
NTJedi said:
One other change should be vampires receiving recuperation which matches their history as well.

Aren't vampires immortal? Then theyll recover from afflictions anyway.
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  #2  
Old March 10th, 2008, 07:58 PM

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Default Re: Tartanians

-> If you think that.. invest in getting GoH or the Chalice.. noone is stopping you

--> GoH can be dispelled, or you could cast it

--> Chalice could be wished for

I am aware of that. What you may not be aware of is that all races are not created equal with respect to getting the chalice or goh, or wishing. (and in every mp game i have played i have had 1 or the other at one point in the game).
But it does limit the choice of races I will play in mp.

It would help balance the races that get no astral magic, like say Ulm or Vanheim, to be competitive in the end game,
when they are facing races that can already wish every turn with their clams if the chalice and goh did not heal undead.

It is adding insult to injury that the s races can wish for the chalice, and pretty much exclude any race like Ulm from ever touching it. Add to it that the chalice/goh make the best endgame units much better, and it is a very great advantage.

Ko's idea of permanent insanity/afflictions for the undead is a good one. Equally good though is increasing the cost and making all of them come out with no afflictions.
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Old March 10th, 2008, 08:09 PM
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Default Re: Tartanians

Alternatively, one could just remove the Chalice from the game, much like people sometimes take Astral Vortex out of the game through a mod if they think it's too strong.

I don't think that this is necessary, though. Late game needs *some* powerful endgame weapon to settle things, if this are Tartarians now or Abominations or something else. If you nerf Tartarians, something else will take their place.
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Old March 10th, 2008, 08:22 PM

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Default Re: Tartanians

I am not necessarily calling for a nerf of tartarians. But tartarians with feeblemind, missing an arm, crippled are not equal to tartarians free of afflictions.

I think the chalice and goh are already potent enough without also being the only 2 methods to heal the best endgame unit.

Reasonable minds can differ. My opinion is just that-my opinion. It is not like the game is broke as is, it just places imho undue importance on getting either goh or chalice.
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Old March 10th, 2008, 09:34 PM
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Default Re: Tartanians

Can you wish for Health? If so, would that heal afflictions. Just curious.
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Old March 10th, 2008, 10:52 PM
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Default Re: Tartanians

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Lingchih said:
Can you wish for Health? If so, would that heal afflictions. Just curious.
No. You can wish for the Chalice. (wink wink, nudge nudge)
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Old March 10th, 2008, 11:02 PM
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Default Re: Tartanians

Say no more!
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Old March 11th, 2008, 01:38 PM
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Default Re: Tartanians

> Equally good though is increasing the cost and making all of them come out with no afflictions.

Thematically abhorrent idea Like making knights without horses or armor.
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Old March 11th, 2008, 03:42 AM
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Default Re: Tartanians

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lch said:
I don't think that this is necessary, though. Late game needs *some* powerful endgame weapon to settle things, if this are Tartarians now or Abominations or something else. If you nerf Tartarians, something else will take their place.
When a small number of spells completely dominates the (end)game, it limits viable strategic options in the game. For me, fewer viable options = worse game. Other (than death or astral) magic paths also very high-level spells, which require lots of gems, strong mages and research. If cost of a spell doesn't even remotely correlate to its value, something is very wrong. (I tried Creeping Doom yesterday)
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Old March 11th, 2008, 11:59 PM
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Default Re: Tartanians

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B0rsuk said:
When a small number of spells completely dominates the (end)game, it limits viable strategic options in the game. For me, fewer viable options = worse game. Other (than death or astral) magic paths also very high-level spells, which require lots of gems, strong mages and research. If cost of a spell doesn't even remotely correlate to its value, something is very wrong. (I tried Creeping Doom yesterday)
I just tried Creeping Doom too. My ants got buffed post-summons, so survivability was not so bad, but they're way too slow to have any impact at all.

It would be really nice if they appeared out of the ground near the enemy, instead of clustered at the caster.
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