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November 6th, 2003, 05:39 PM
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Captain
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Join Date: Sep 2003
Location: New Mexico
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Re: Life after Death Blessing oddities
Quote:
Originally posted by Treebeard:
As I've posted in the bug thread, life after death just doesn't work for the holy serpents. It's a pity, if they transformed into tomb wyrms that would make the 200 point desert tomb theme a viable option.
quote: Originally posted by HJ:
Well, tomb wyrms are already there as one subCategory for the snake-like critters. And then there are longdead horsemen for riders, and several Versions of soulless (I just saw the Caelum Version recently). What else would be needed?
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I agree, and with the number of intersting pretenders for either miasma or Dtombs starting with some (if not alot) of death making the death 9 benefit useless for c'tis is quite annoying 
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November 6th, 2003, 08:04 PM
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Second Lieutenant
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Re: Life after Death Blessing oddities
Quote:
Originally posted by Treebeard:
As I've posted in the bug thread, life after death just doesn't work for the holy serpents. It's a pity, if they transformed into tomb wyrms that would make the 200 point desert tomb theme a viable option.
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I know it doesn't, and I saw your post. I was just hinting at how it would be possible to further develop the idea Pocus suggested (a good idea, might I add). 
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November 6th, 2003, 08:13 PM
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Captain
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Re: Life after Death Blessing oddities
Quote:
Originally posted by Treebeard:
As I've posted in the bug thread, life after death just doesn't work for the holy serpents. It's a pity, if they transformed into tomb wyrms that would make the 200 point desert tomb theme a viable option.
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If holy serpents transformed into tombwyrms Deser tombs would become overpowered, the same goes for units turning into Lictors when they die. Sure the Life after death effect is not awe inspiring for many holy units, but this is also true for many other lvl 9 bless effects, such as the ones for blood or astral.
Licker, the lvl 9 bless effect is not useless for C'tis. If you are Desert tombs it will increse the fear of the tombwyrms by +5 , increasing both the area and making the fear effect more difficult to resist.
I do not hink that desert tombs is one of the weaker national themes.
[ November 06, 2003, 18:15: Message edited by: johan osterman ]
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November 6th, 2003, 08:15 PM
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Lieutenant General
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Re: Life after Death Blessing oddities
I could say something about the usefullnes of Blood 9 blesssing if would know what "Death Curse" does, but extra Mr and Auto Twist Fate for Astral 9 isn't shabby at all...
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"Boobs are OK. Just not for Nerfix [img]/threads/images/Graemlins/Smile.gif[/img] ."
- Kristoffer O.
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November 6th, 2003, 08:23 PM
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Corporal
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Re: Life after Death Blessing oddities
IIRC, if a unit kills a unit with death curse, it becomes cursed.
I'll run some tests, but my gut feeling is that allowing HS to turn into TWs wouldn't turn C'tis into a powerhouse. Neither unit is very strong to begin with, and the huge price paid by the desert tomb theme is certainly a problem.
Quote:
Originally posted by Nerfix:
I could say something about the usefullnes of Blood 9 blesssing if would know what "Death Curse" does, but extra Mr and Auto Twist Fate for Astral 9 isn't shabby at all...
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November 6th, 2003, 08:24 PM
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Captain
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Re: Life after Death Blessing oddities
Death curse is quite simply a chance that anyone killing the blessed unit is cursed, MR roll.
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November 6th, 2003, 08:27 PM
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Second Lieutenant
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Re: Life after Death Blessing oddities
Quote:
Originally posted by johan osterman:
If you are Desert tombs it will increse the fear of the tombwyrms by +5 , increasing both the area and making the fear effect more difficult to resist.
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So the fear value also increases the area of effect for fear? Didn't know that, thanks.
edit: I guess the minor fear value has the same effect of increasing the area of effect as well?
[ November 06, 2003, 18:30: Message edited by: HJ ]
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