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  #1  
Old September 2nd, 2006, 05:48 PM

Sindai Sindai is offline
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Default Re: Dom3 MP is still Supercombatant based?

Quote:
Boron said:
And when i called back my god he was still horror marked, so he got killed again the turn i called him back .

IS there any way to get rid of the marks ever?
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  #2  
Old September 2nd, 2006, 06:48 PM

DominionsFan DominionsFan is offline
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Default Re: Dom3 MP is still Supercombatant based?

Actually I think that there wasnt a problem with SCs. Sure 1 SC can murderize a regular army easily, but even though this is a fantasy game, it is "realistic" if we can say that. Just imagine... a mighty demon with a flaming sword enters to your province, what is guarded by 15 human swordsmen. I guess that creature wouldnt have any problems killing everything what moves in seconds.
Anyways just 1 word: modding. It is possible to totally remove all SCs from the game if you want.
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"Training is principally an act of faith. The athlete must believe in its efficacy: he must believe that through training he will become fitter and stronger, that by constant repetition of the same movements he will become more skillful."
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  #3  
Old September 2nd, 2006, 07:12 PM

ioticus ioticus is offline
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Default Re: Dom3 MP is still Supercombatant based?

Don't think I like the idea of quickness not helping mages anymore. I always thought that was a cool feature.
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  #4  
Old September 2nd, 2006, 08:06 PM

Frostmourne27 Frostmourne27 is offline
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Default Re: Dom3 MP is still Supercombatant based?

I agree with ioticus, and it's nice to have buffs that help spellcasters in way other than keeping them alive (path boost spells are cool too) but it was kind of overpowering. Not so much on say an initiate of the deep, since they fatigue themselves over 100 really quick that often its like 4 spells in 2 rounds as opposed to 4 spells in 4 rounds, but on like a water random sea king... you could go quickness, ice strike, ice strike, ice strike, ice strike, cast spells, and he would cast a LOT of spells before he passed out. Still, I have faith they'll be enough new stuff to more than make up for it.
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  #5  
Old September 2nd, 2006, 08:20 PM
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Boron Boron is offline
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Default Re: Dom3 MP is still Supercombatant based?

Hm Quickness would not be very useful now anymore anyways normally. Because Relief got changed a lot too.

Now Relief is a hard to cast battlefield wide spell that reduces your fatigue 10-20 points or so each battleround.
Relief is 5n to cast and needs 1 nature gem.

Imho this change was necessary though. Relief was just too uber and everybody tried to abuse it in Dom2 .
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  #6  
Old September 2nd, 2006, 08:34 PM

ioticus ioticus is offline
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Default Re: Dom3 MP is still Supercombatant based?

I didn't think Quickness allowing mages to cast 2 spells per round was overpowered, because it was balanced by the fact that they gained a lot of fatigue. Now that Relief was hit with a huge nerf bat, allowing Quickness to help mages would be even less powerful, but still useful and cool, IMHO.
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  #7  
Old September 2nd, 2006, 08:46 PM
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Boron Boron is offline
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Default Re: Dom3 MP is still Supercombatant based?

Quote:
ioticus said:
I didn't think Quickness allowing mages to cast 2 spells per round was overpowered, because it was balanced by the fact that they gained a lot of fatigue. Now that Relief was hit with a huge nerf bat, allowing Quickness to help mages would be even less powerful, but still useful and cool, IMHO.
I admit that i am not sure neither if the quickness nerf was a good idea.
In 90% of the cases you probably won't notice much difference though because of the changed relief.

One of the classic best examples for the usefulness of quickness was imho ctis miasma.
You only scripted quickness once you had relief.
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