.com.unity Forums
  The Official e-Store of Shrapnel Games

This Month's Specials

Air Assault Task Force- Save $8.00
Bronze- Save $10.00

   







Go Back   .com.unity Forums > Illwinter Game Design > Dominions 3: The Awakening

Reply
 
Thread Tools Display Modes
  #1  
Old August 18th, 2009, 06:08 AM

K K is offline
First Lieutenant
 
Join Date: Feb 2007
Posts: 773
Thanks: 2
Thanked 31 Times in 28 Posts
K is on a distinguished road
Default Re: Fire vs. Death heavy bless

Quote:
Originally Posted by Agema View Post
With all respect K, that's an argument like saying a sledgehammer is better than a chainsaw at felling trees because the sledgehammer is better at breaking rocks.
Lol. I rate the magic I put on a Pretender on how likely it is to let me win the game and the potential Bless is just one part of that.

To use another tree analogy, you need to see the forest for the trees to play this game. Focus only on how a thing lets you win individual battles and you will probably not win the game.
Reply With Quote
  #2  
Old August 18th, 2009, 09:54 PM

Fate Fate is offline
Sergeant
 
Join Date: Aug 2005
Posts: 286
Thanks: 8
Thanked 9 Times in 7 Posts
Fate is on a distinguished road
Default Re: Fire vs. Death heavy bless

Quote:
Originally Posted by K View Post
Quote:
Originally Posted by Agema View Post
With all respect K, that's an argument like saying a sledgehammer is better than a chainsaw at felling trees because the sledgehammer is better at breaking rocks.
Lol. I rate the magic I put on a Pretender on how likely it is to let me win the game and the potential Bless is just one part of that.

To use another tree analogy, you need to see the forest for the trees to play this game. Focus only on how a thing lets you win individual battles and you will probably not win the game.
This is a silly argument. The in game value of magic paths has little to do with the bless effects. High Death is most useful for nations with high Death already (Mictlan, for example, couldn't pull off a heavy death strategy until very late in the game, especially with an imprisoned god).

The conclusion I see from this thread so far is that in a straight, melee sacred comparison (the area that attracts the heaviest blesses) fire is better. If you are playing a nation that cannot depend so completely on its melee sacreds (meaning most nations) this kind of comparison is meaningless.
Reply With Quote
  #3  
Old August 19th, 2009, 02:30 AM

K K is offline
First Lieutenant
 
Join Date: Feb 2007
Posts: 773
Thanks: 2
Thanked 31 Times in 28 Posts
K is on a distinguished road
Default Re: Fire vs. Death heavy bless

Quote:
Originally Posted by Fate View Post

This is a silly argument. The in game value of magic paths has little to do with the bless effects. High Death is most useful for nations with high Death already (Mictlan, for example, couldn't pull off a heavy death strategy until very late in the game, especially with an imprisoned god).
Not even true. Even a nation that does not natively get Death can easily alchemize gems, Empower one guy with D1, have that guy cast Dark Knowledge, and have a huge stockpile of Death gems by the time his Pretender arrives. It's not even hard considering the lack of really good uses for gems in the early game. Since this would be your gaming-winning tactic and synergizes hugely with a Blood-heavy nation like Mictlan, it's not even a bad idea.

But, I do understand how people's strategy to winning the game is often just "win more battles", making more complex strategies seem impossible.

Quote:
Originally Posted by Fate View Post
The conclusion I see from this thread so far is that in a straight, melee sacred comparison (the area that attracts the heaviest blesses) fire is better. If you are playing a nation that cannot depend so completely on its melee sacreds (meaning most nations) this kind of comparison is meaningless.
Well, if you cannot depend on sacreds then discussing the relative merits of any bless is pretty useless since it plays little to no part in your overall strategy.

That being said, an amount of Fire Resistance or just armor to essentially cancel the Fire Weapons effect is pitifully easy to get in the middle and late game, so a Fire bless is basically just an attack bonus by then. By comparison, the Death bless is weaker in the early game but it never goes out of style; MR tends to ramp up slightly overall as people use summons, but the AN damage will still be useful even into the late game.

Add that to the increasing importance of Thugs and SCs in the middle to late game and the affliction bonus becomes dramatically more useful.

So if you want to take anything away from this thread, take this: Fire for early game, Death for late, and both are not that useful in either if you are using a nation that hits really hard already like Lanka or Neifleheim.
Reply With Quote
  #4  
Old August 20th, 2009, 10:23 AM
KissBlade's Avatar

KissBlade KissBlade is offline
Major
 
Join Date: Jan 2006
Posts: 1,055
Thanks: 4
Thanked 29 Times in 13 Posts
KissBlade is on a distinguished road
Default Re: Fire vs. Death heavy bless

Quote:
Originally Posted by K View Post

But, I do understand how people's strategy to winning the game is often just "win more battles", making more complex strategies seem impossible.
Bad strategies seem impossible. And the problem with most "complex" strategies is it leaves little room for calculating your opponent's moves/strategies.
Reply With Quote
  #5  
Old August 19th, 2009, 10:14 AM

MaxWilson MaxWilson is offline
Major General
 
Join Date: Mar 2007
Location: Seattle
Posts: 2,497
Thanks: 165
Thanked 105 Times in 73 Posts
MaxWilson is on a distinguished road
Default Re: Fire vs. Death heavy bless

Quote:
Originally Posted by Fate View Post
This is a silly argument. The in game value of magic paths has little to do with the bless effects. High Death is most useful for nations with high Death already (Mictlan, for example, couldn't pull off a heavy death strategy until very late in the game, especially with an imprisoned god).
Say rather that high X is most useful for nations with capacity to generate X gems. A Blood Fountain can do more for a blood nation, for instance. High Death is useful if you have at least D1 mages (Dark Knowledge is only D1). I agree that Mictlan would have problems getting death gems for a death strat unless their game plan was to ambush the first death nation they find and take its gems. Depending upon the game setup that might be viable/predictable.

-Max
__________________
Bauchelain - "Qwik Ben iz uzin wallhax! HAX!"
Quick Ben - "lol pwned"

["Memories of Ice", by Steven Erikson. Retranslated into l33t.]
Reply With Quote
Reply

Bookmarks


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump


All times are GMT -4. The time now is 04:07 PM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.