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October 27th, 2004, 11:30 AM
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Second Lieutenant
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Join Date: Sep 2003
Posts: 566
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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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November 5th, 2004, 05:51 PM
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First Lieutenant
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Join Date: Sep 2004
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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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November 5th, 2004, 11:01 PM
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Lieutenant General
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Join Date: Mar 2004
Location: Albuquerque New Mexico
Posts: 2,997
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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)? 
__________________
Wormwood and wine, and the bitter taste of ashes.
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November 6th, 2004, 11:47 AM
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Second Lieutenant
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Join Date: Sep 2003
Posts: 566
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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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November 6th, 2004, 02:52 PM
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First Lieutenant
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Join Date: Dec 2003
Location: Calgary, Canada
Posts: 762
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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
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It sounds interesting... But 3pm in what timezone?
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November 6th, 2004, 02:59 PM
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Lieutenant General
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Join Date: Feb 2004
Posts: 2,687
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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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November 6th, 2004, 04:49 PM
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Second Lieutenant
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Join Date: Sep 2003
Posts: 566
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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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November 15th, 2004, 09:36 AM
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Captain
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Join Date: Feb 2004
Location: within 200km of Ulm
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Re: Conceptual Balance Series (Mod)
A)What was the reason behind keeping the 1 AirGem requirement for SummonAirElementals instead of nerfing the AirElementals themselves?
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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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