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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 February 3rd, 2010, 07:14 PM
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BigDaddy BigDaddy is offline
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Default Re: Warrior Pretender

Well, I was thinking it would follow that he could be cursed and recuperating... or even horror marked too.

I think a pretender that can take a province, solo, reliably, on turn 1, even on independents 9, should be expensive bases just on that fact alone. VQ can't do that until like turn 3.

But, maybe you are right in that his slot selection nerf would warrant a large reduction in cost, or I should just give him his slots back.

??
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Old February 3rd, 2010, 07:25 PM
Squirrelloid Squirrelloid is offline
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Default Re: Warrior Pretender

Quote:
Originally Posted by BigDaddy View Post
I think a pretender that can take a province, solo, reliably, on turn 1, even on independents 9, should be expensive bases just on that fact alone. VQ can't do that until like turn 3.
You mean like a naked Wyrm with Dom 9? Who has 180hp, crazy regen, fear, PR100, 2 attacks, and with the awe from dom 9 can expand blind on turn 1 with virtually no chance of losing. 50pt chassis. (Note that bonus hp from dominion are a percentage of base hp, so the wyrm gets boatloads of hp from being in friendly dominion, and regen scales as a percentage of hp as well...) Oh yeah, and its new path cost is only 50, and it starts with Dom 3.

You have to give out something competitive with that to justify even 50pts.

VQs just suck as early expanders, and aren't worth comparing such a pretender to. In addition to being horribly overcosted in vanilla (and arguably still overcosted in CBM), they are a rainbow pretender who can SC by midgame, not an early SC.
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