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Old May 20th, 2010, 03:55 AM
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Jack_Trowell Jack_Trowell is offline
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Default Re: Endgame Diversity Mod - Lategame summons, released at last!

Why not remove magic from the cyclops (and keep a low cost), with high natural prot and all slots, fire resist and fear, it would still be a very good SC chassis, without stepping on the toes of the cyclops pretender nor tartarians.

By the way, I think Tartarians should cost more, but this is another problem.

If you really wants the cyclops summon to keep some magic, just E2 (with maybe a 10% random E1/F1) would be enough for summon earth power and some other buffs, and it would keep the troll kings from being obsolete.
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Old May 20th, 2010, 05:27 AM

rdonj rdonj is offline
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Default Re: Endgame Diversity Mod - Lategame summons, released at last!

I don't really think removing the earth magic from the cyclops is necessary. Sure, maybe cutting it down a bit as you suggested later could work But there's also no real reason to get rid of it, so far as I can tell. I don't think stepping on the toes of tartarians is a big issue for this mod, either. The entire point is to allow more endgame options than you currently have with tartarians. Having a strong earth mage doesn't even really step on the toes of tartarians, and it's thematic for a cyclops to have e anyway. Even so, I would care to wager that the cyclops is not nearly as good as a tartarian anyway, even though it still costs more.

I also don't see why it would be a problem to make the cyclops just out and out better than troll kings. Cyclops have much higher requirements in basically all ways, troll kings are more of a midgame spell as opposed to the cyclops late game. As far as I'm concerned there's no reason they can't be to the troll king as tartarians are to bane lords.
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