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  #1  
Old March 10th, 2008, 08:09 PM
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Default Re: Tartanians

Alternatively, one could just remove the Chalice from the game, much like people sometimes take Astral Vortex out of the game through a mod if they think it's too strong.

I don't think that this is necessary, though. Late game needs *some* powerful endgame weapon to settle things, if this are Tartarians now or Abominations or something else. If you nerf Tartarians, something else will take their place.
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  #2  
Old March 10th, 2008, 08:22 PM

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Default Re: Tartanians

I am not necessarily calling for a nerf of tartarians. But tartarians with feeblemind, missing an arm, crippled are not equal to tartarians free of afflictions.

I think the chalice and goh are already potent enough without also being the only 2 methods to heal the best endgame unit.

Reasonable minds can differ. My opinion is just that-my opinion. It is not like the game is broke as is, it just places imho undue importance on getting either goh or chalice.
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Old March 10th, 2008, 09:34 PM
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Default Re: Tartanians

Can you wish for Health? If so, would that heal afflictions. Just curious.
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Old March 10th, 2008, 10:52 PM
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Default Re: Tartanians

Quote:
Lingchih said:
Can you wish for Health? If so, would that heal afflictions. Just curious.
No. You can wish for the Chalice. (wink wink, nudge nudge)
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  #5  
Old March 10th, 2008, 11:02 PM
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Default Re: Tartanians

Say no more!
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Old March 11th, 2008, 02:49 AM
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Default Re: Tartanians

btw, what happenes if you put in "sldkfjsdf" as your wish? will something happen? Will something happen if you put a single letter or number? Can you put in absolutely nothing?
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Old March 11th, 2008, 03:25 AM

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Default Re: Tartanians

"I cannot give you that"
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Old March 11th, 2008, 01:38 PM
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Default Re: Tartanians

> Equally good though is increasing the cost and making all of them come out with no afflictions.

Thematically abhorrent idea Like making knights without horses or armor.
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Old March 11th, 2008, 03:42 AM
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Default Re: Tartanians

Quote:
lch said:
I don't think that this is necessary, though. Late game needs *some* powerful endgame weapon to settle things, if this are Tartarians now or Abominations or something else. If you nerf Tartarians, something else will take their place.
When a small number of spells completely dominates the (end)game, it limits viable strategic options in the game. For me, fewer viable options = worse game. Other (than death or astral) magic paths also very high-level spells, which require lots of gems, strong mages and research. If cost of a spell doesn't even remotely correlate to its value, something is very wrong. (I tried Creeping Doom yesterday)
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Old March 11th, 2008, 11:59 PM
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Default Re: Tartanians

Quote:
B0rsuk said:
When a small number of spells completely dominates the (end)game, it limits viable strategic options in the game. For me, fewer viable options = worse game. Other (than death or astral) magic paths also very high-level spells, which require lots of gems, strong mages and research. If cost of a spell doesn't even remotely correlate to its value, something is very wrong. (I tried Creeping Doom yesterday)
I just tried Creeping Doom too. My ants got buffed post-summons, so survivability was not so bad, but they're way too slow to have any impact at all.

It would be really nice if they appeared out of the ground near the enemy, instead of clustered at the caster.
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