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  #1  
Old October 27th, 2004, 11:30 AM
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Truper Truper is offline
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Default Re: Conceptual Balance Series (Mod)

Both the Moloch and the Lord of the Desert Sun have to be used differently from other pretenders, which to my mind is a *good* thing. I find both useful just as they are. If you must have a pretender who operates strictly solo, then choose something else by all means, but that those two come with auto-summons is interesting for variety's sake.
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Old November 5th, 2004, 05:51 PM

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Default Re: Conceptual Balance Series (Mod)

This weekend will be a new release of the SpellMod as well as the initial Release of the ScaleMod. If you would like to try out a blitz with them try the IRC channel during the weekend.
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  #3  
Old November 5th, 2004, 11:01 PM
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Default Re: Conceptual Balance Series (Mod)


No preview of the mods so people can prepare (and thus possibly get a blitz started a little more quickly)?
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  #4  
Old November 6th, 2004, 11:47 AM
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Default Re: Conceptual Balance Series (Mod)

I think Zen is still putting the finishing touches on things, but we are planning a blitz using the mods at 3pm today at the usual place - irc.gamesurge.net #dominions
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Old November 6th, 2004, 02:52 PM

alexti alexti is offline
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Default Re: Conceptual Balance Series (Mod)

Quote:
Truper said:
I think Zen is still putting the finishing touches on things, but we are planning a blitz using the mods at 3pm today at the usual place - irc.gamesurge.net #dominions
It sounds interesting... But 3pm in what timezone?
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Old November 6th, 2004, 02:59 PM
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Default Re: Conceptual Balance Series (Mod)

well, IRC isn't the most precise place anyways

but trupe's in the same time zone as you are...
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Old November 6th, 2004, 04:49 PM
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Default Re: Conceptual Balance Series (Mod)

Whoops. Yes, 3pm EST (GMT-5). Sorry not to have posted that in the 1st place...
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Old November 15th, 2004, 09:36 AM
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Default Re: Conceptual Balance Series (Mod)

A)What was the reason behind keeping the 1 AirGem requirement for SummonAirElementals instead of nerfing the AirElementals themselves?

----------------

B)Another thing that bugs me is the Fire susceptibility of IceDevils. It is good to nerf IceDevils, but why by adding Fire susceptibility?

1. I think it is not very thematic: Considering water versus fire, I would always bet that water is the winner. Things might be somehwat different for ice versus fire, but the IceDevils are powerful water mages...

2. It makes them more symmetric to the arch devils. Symmetry might be good for balance, but it also defeats diversity. Diversity is one of Dom2 greatest features IMHO!

Do IceDevils already get increased and noticeable fatigue when fighting within hot lands (something symmetric to cold-bloodedness)? That would seem much more appropriate to me...
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