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				November 6th, 2006, 12:24 PM
			
			
			
		  
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				Re: Conceptual Balance Mod 0.9
	
			 
             
			
		
		
		
		
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				Boron said: 
So the current mod left aside do you think that in dom3 vanilla magic is too weak now or do you think it is still useful enough? 
			
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 I think that, as has been the case since Dominions 1, that the low level battlefield evocations are far too weak.  Everytime a mage casts flying shards or fire flies I cringe, because the spells are completely useless.  
		
	
		
		
		
		
		
		
		
		
		
	
		
		
	
	
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				November 6th, 2006, 01:08 PM
			
			
			
		  
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				Re: Conceptual Balance Mod 0.9
			 
             
			
		
		
		
		
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				Graeme Dice said: 
I think that, as has been the case since Dominions 1, that the low level battlefield evocations are far too weak.  Everytime a mage casts flying shards or fire flies I cringe, because the spells are completely useless.  
			
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 My Kailasan army was defeated by bunch of EA Ulmish mages casting Flying Shards in Slow Game MP. Well, I won THAT battle, but couldn't advance to take his capital, he had time to recruit archers, and then his archers decimated my army. Still, Flying Shards makes an E1 mage comparable to four archers. with even few archers, against enemies that are weak against missiles but would devastate you in melee, Flying Shards can be better than, say, Legions of Steel. There aren't MANY situations like that, but Evoc 0 spell isn't supposed to be always useful.
 
Now, if you'd complained about Farstrike... 17 + strength damage at long range is just nice. However, you will have very few mages, and can't script him to aim at the important enemies, and even if he does choose a nice target, with precision of just 5 he'll miss more often than hit.  
		
	
		
		
		
		
		
		
			
		
		
		
		
		
		
	
		
		
	
	
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				November 6th, 2006, 01:08 PM
			
			
			
		  
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				Re: Conceptual Balance Mod 0.9
			 
             
			
		
		
		
		
	Quote: 
	
	
		
			
				Graeme Dice said: 
	Quote: 
	
	
		
			
				Boron said: 
So the current mod left aside do you think that in dom3 vanilla magic is too weak now or do you think it is still useful enough? 
			
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 I think that, as has been the case since Dominions 1, that the low level battlefield evocations are far too weak.  Everytime a mage casts flying shards or fire flies I cringe, because the spells are completely useless.  
			
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 They're 0/1 level spells so they're supposed to be largely useless.  
		
	
		
		
		
		
		
		
			
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				November 6th, 2006, 01:17 PM
			
			
			
		  
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				Re: Conceptual Balance Mod 0.9
			 
             
			
		
		
		
		
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				Nerfix said: 
They're 0/1 level spells so they're supposed to be largely useless.  
			
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 Then your mages should also never cast them once you've researched higher level spells.  This is part of the problem with making all of the battlefield summons unavailable.  Mages will waste fatigue on zero effect spells instead of being able to summon something that could actually be useful.  
		
	
		
		
		
		
		
		
		
		
		
	
		
		
	
	
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				November 6th, 2006, 01:25 PM
			
			
			
		  
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				Re: Conceptual Balance Mod 0.9
			 
             
			
		
		
		
		
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				Graeme Dice said: 
	Quote: 
	
	
		
			
				Nerfix said: 
They're 0/1 level spells so they're supposed to be largely useless.  
			
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 Then your mages should also never cast them once you've researched higher level spells.  This is part of the problem with making all of the battlefield summons unavailable.  Mages will waste fatigue on zero effect spells instead of being able to summon something that could actually be useful.  
			
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 Mmm, that is a good point.  
		
	
		
		
		
		
		
		
			
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				November 6th, 2006, 01:48 PM
			
			
			
		  
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				Re: Conceptual Balance Mod 0.9
			 
             
			
		
		
		
		
	Quote: 
	
	
		
			
				Graeme Dice said: 
	Quote: 
	
	
		
			
				Nerfix said: 
They're 0/1 level spells so they're supposed to be largely useless.  
			
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 Then your mages should also never cast them once you've researched higher level spells.  This is part of the problem with making all of the battlefield summons unavailable.  Mages will waste fatigue on zero effect spells instead of being able to summon something that could actually be useful.  
			
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 Hm if you would remove those spells from lvl 0 then but improve them a bit and make them lvl 1-4 spells would you think that would be interesting?
 
This way weak schools like water could be made slightly more useful too probably.  
		
	
		
		
		
		
		
		
		
		
		
	
		
		
	
	
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				November 6th, 2006, 02:02 PM
			
			
			
		  
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				Re: Conceptual Balance Mod 0.9
			 
             
			
		
		
		
		Water needs something else than an anti-undead spell (which is less effective than banishment in most cases) and underwater only motion inhibitors to make it better. 
		
	
		
		
		
		
		
		
			
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