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Mod Conceptual Balance Mod 1.6 - .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 December 29th, 2009, 08:13 AM

Festin Festin is offline
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Default Re: Conceptual Balance Mod 1.6

Thanks for some good suggestions (I did not really notice yamabushi, for example), but, in my opinion, the main points still remain.

Sorry, but Jomon magic is simply not good. Sure, there are nations in LA with worse mages, but not too many. Tien Chi magic is good. Marignon magic is good. Jomon magic is not. I have played 2 MP games with them (and several SP), and the most vivid memory is a huge crowd of W1N1, A1N1 and E1W1 Onmyoji hired in a vain hope to get an F2.

I did not mean that earth bless is completely useless for Jomon. But here the in-built frustration factor of Jomon manifests again: you need earth bless for thugs BUT your mages are not sacred and you have a reliable access to earth. So, it's a kind of a lose/lose situation. Typical.

Moving around those huge monk-powered communions which are supposed to be a trump card of Jomon using boots of flying does not really look like a solution.

Nushi does have D1, but she is Conj-5, needs W2 and can only be summoned in swamps. Well...

Quote:
Go-hatamoto, aka-oni, ashigaru, and yamabushi are about the only troops you should ever buy.
Why ashigaru? I did not really find any use for them. You start with 10, and they do a good job as archer decoys, but I never saw a reason to buy one.
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