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Conceptual Balance Mod 1.5 - .com.unity Forums
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Go Back   .com.unity Forums > Illwinter Game Design > Dominions 3: The Awakening > Scenarios, Maps and Mods

 
 
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Old September 12th, 2009, 12:38 AM
Squirrelloid Squirrelloid is offline
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Default Re: Conceptual Balance Mod 1.5

While i understand the desire to remove bloodstones because of gem gen, earth really needs a miscellaneous slot booster to replace it if its becoming unique.

Thinking on some different topics:

Magma Eruption - this should be castable underwater. seriously.

Bone Melter - this needs something done to it. AoE 1 means it tends to get dropped on worthless chaff by your mages, rather than high value targets. For a W3N2 spell that requires alteration 5, this is underwhelming. Either make it single target (so autotargetting will choose large monsters) or give it improved AoE. Possibly 1+ rather than 1 (so it kills enough chaff that you don't feel like you're wasting mage turns). I suppose another alternative is to make it W1N1 or W2N1 so you don't need to put boosters on most mages with W and N to be able to cast it. (Basically, the effect is not commensurate with the necessary investment of research time, gems for gear, and mage turns in combat).

Bone Melter is of course a natural spell for MA Oceania, and useable UW, so this improves their UW combat options (probably works for EA Oceania too). Magma Eruption is a natural for EA Atlantis's BKs. And having some alternatives to cold attacks, bad water offensive spells otherwise, and buffs would make UW combat less stupid.
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