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  #31  
Old September 3rd, 2006, 05:21 PM

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Default Re: Dom3 MP is still Supercombatant based?

Quote:
Tyrant said:
I'm with Gandalf on this one, i never really felt SCs were overpowered. I both used and feared them moderatly. A modest nerf sounds about right to me.

Fixing the castle system indirectly affects this too. The one disadvantage of the otherwise overly usefull watch tower strategy was that it did not offer much protection against lone SCs with the right equipment.. Since the watch tower thing has been fixed people will have better forts and SCs will not be able to breach without an army, especially if regular armies are bigger, which it sounds like they will be. I'm playing a triple income game right now, and sieges are a huge issue.

I've always suspected that the popularity of SCs was partialy caused by laziness- it's much easier to set orders for a single SC than a whole army.
Well depends. Some SCs in uber equipment were able to massacre a single army. However, I think it was all good, like I said a bit earlier in this topic. It takes a long time and mana to equip that specific SC.
Some minor nerf is ok of course.
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  #32  
Old September 3rd, 2006, 05:22 PM
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Default Re: Dom3 MP is still Supercombatant based?

Well, nerfing lifedrain just might result in other weapons then the eternal Wraith Swords.
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  #33  
Old September 3rd, 2006, 05:29 PM

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Default Re: Dom3 MP is still Supercombatant based?

Quote:
Nerfix said:
Well, nerfing lifedrain just might result in other weapons then the eternal Wraith Swords.
I think that the lifedrain nerf was needed. It was too good, compared to the others, so they were a bit obsolete.
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  #34  
Old September 3rd, 2006, 05:36 PM
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Default Re: Dom3 MP is still Supercombatant based?

Yup yup. I have always liked the part of kitting SC's/Thugs with different equipment.
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  #35  
Old September 3rd, 2006, 06:13 PM

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Default Re: Dom3 MP is still Supercombatant based?

Somewhat OT: What about the weapon 'Life Drain'? wont it make ghost kinda useless? They already die pretty easilly except for the lifedrain property (undead kinda own ghost, IMHO), If ghosts only get make 5 hp wont they become expensive, ethereal, armour penetrating chaff? like shadows or shade beasts? On the other hand, 5 hp might be enough, since they've only got like 25...
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  #36  
Old September 4th, 2006, 04:25 AM
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Default Re: Dom3 MP is still Supercombatant based?

That's a good question. But I think that 'Life Drain' still does the same damage but replenshes only 5 HP at max.
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  #37  
Old September 7th, 2006, 04:03 PM

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Default Re: Dom3 MP is still Supercombatant based?

Fort system seems rather good tbh.
Indeed I hope some nations would have some forbidden areas for forts (like let's say Pythium or Abysya can't fortify a swamp).

Recruitable Mages have relatively been an issue, still some lucky arrows could have killed them easily.
Having big armies clashing all around, helped with some mighty creatures would be really nice.
I'll hope for a Demo to test out the changes sooner or later to. I quitted Dom2 just cause of those problems listed on my topic.

Ty for answering
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  #38  
Old September 7th, 2006, 04:58 PM

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Default Re: Dom3 MP is still Supercombatant based?

Can't see why Pythium couldn't fortify a swamp, seeing as they start with a fortified capital where they can recruit legendary swamp creatures.
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  #39  
Old September 8th, 2006, 04:12 AM
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Default Re: Dom3 MP is still Supercombatant based?

Ooh, wouldn't it be really cool if some creatures were terrain specific?
For example Pythium could recruit their Hydrae only in their capital and in fortresses built on swamps.
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  #40  
Old September 8th, 2006, 10:52 AM
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Default Re: Dom3 MP is still Supercombatant based?

> seeing as they start with a fortified capital where they can recruit legendary swamp creatures

But they didn't build the city in a swamp. Most Pythians avoid the swamp as it is noxious and anyone entering it would be eaten by grue (or a hydra).
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