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

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  #1  
Old May 4th, 2012, 12:25 PM

rdonj rdonj is offline
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Default Re: Conceptual Balance Mod v1.92

I dunno... are you really saying that a difference of 10hp, 3 encumbrance and 4 AP are irrelevant to the usefulness of a trampler? That's a pretty huge difference in efficiency here. It lets them trample better for longer, and take more evocations to the face before dropping.

Edit: Also wow, that must be an insanely old post you're quoting bat/man, I barely remember having made it.
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Old May 5th, 2012, 05:38 AM

Calahan Calahan is offline
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Default Re: Conceptual Balance Mod v1.92

Quote:
Originally Posted by rdonj View Post
Edit: Also wow, that must be an insanely old post you're quoting bat/man, I barely remember having made it.
Get with the times rdonj, as this is all the rage amongst the new crowd right now. The cool kids also go a step further by splicing it with some tabloid skullduggery to edit what you previously said to create a juicy sound bite that makes you look like a complete idiot!

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Originally Posted by rdonj View Post
...tartarians should cost 100+ gems...
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