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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 April 12th, 2010, 04:41 PM

kianduatha kianduatha is offline
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Default Re: Conceptual Balance Mod 1.6

Simply saying that Phantasmals are supposed to suck is I would think the exact opposite of what this mod is trying to do--to make more strategies viable. As is, in Legendary Ordeals I killed Ulm's God with an unequipped ninja because the AI decided to spam Ghost Wolves. My ninja managed to actually hit one--and the other 7 Ghost Wolves killed themselves with repel. That...isn't right.

The flavor text actually says that they're difficult to hit, and the mechanism of their Phantasmal Weapon is that they only deal damage when their opponent believes in the attack. It says nothing about them disappearing at that point. And guess what? They actually are pretty hard to hit if they don't kill themselves via repel.

There should be no reason that Phantasmal Warriors etc. should work strangely better against Wolf Tribe Warriors than others. It isn't even a hard fix, and it would give the spells the actual ability to tie up enemy troops.
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