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  #1  
Old January 21st, 2010, 06:10 AM

Valerius Valerius is offline
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Default Re: Magic Items under CBM

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Originally Posted by Psycho View Post
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Originally Posted by Mardagg View Post

exactly.
No. This would hurt them plenty, as it cuts down their options against enemy thugs and SCs, the glam nations have very low strength scores on their raiders and need good, cheap weapons. This is where they ALREADY have trouble in games, raiding and killing PD isn't the issue.
Surely you don't say that glamor thug nations have troubles against SCs? That couldn't be further from the truth. I don't think it's a good thing to be able to equip your cheap thugs with universal gear that is good against both chaff and SCs. Chaff killing gear should be ineffective against SCs and SC killing gear should be more expensive.
The Frost Brand is not a good anti-SC weapon; 16 damage plus a strength of 13 means that a Sidhe Lord could do some damage to an SC but he's not likely to win. A Fire Brand obviously improves his damage potential but I still don't consider that SC killing gear. SC killing gear has a damage multiplier against the intended target (undead, construct, etc) or perhaps AN damage. And as far as I know, all the real anti-SC weapons are not very good for chaff.

Sure, you can kill SCs with glamour thugs but you can also lose them very easily. 15 HP doesn't give much of a margin for error.

Really, I'm trying to figure out what problem these suggestions are intended to address. It's not like low HP units with brands (or glamour nations for that matter, since the nerf to glamour) are dominating the game and imperiling SCs. To each their own; that's the nice thing about mods. But personally I'd prefer not to see these changes in CBM. Heck, I'd like to see a boost to Eriu, not kill it off completely.
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  #2  
Old January 20th, 2010, 08:22 PM

Sombre Sombre is offline
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Default Re: Magic Items under CBM

That seems more like an argument to boost 2H weapons as cheap anti thug equipment.
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  #3  
Old January 20th, 2010, 08:30 PM
Mardagg Mardagg is offline
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Default Re: Magic Items under CBM

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That seems more like an argument to boost 2H weapons as cheap anti thug equipment.
exactly
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  #4  
Old January 20th, 2010, 08:31 PM

Sir_Dr_D Sir_Dr_D is offline
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Default Re: Magic Items under CBM

I like what is being said here. Make the brands do less base damage, and keep them tailored for chaff destroying. Make two handed weapons better against thugs.

This will add more depth as you try to guess what your opponent will be equipping their thugs with. It will become more important to have different types of thugs around, and use different thugs for different tasks.
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  #5  
Old January 20th, 2010, 08:36 PM

Sir_Dr_D Sir_Dr_D is offline
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Default Re: Magic Items under CBM

I want to add, that I love what has been done to the midget masher in CBM. It has definate uses and weaknesses. This makes it an interesting weapon. We need to find ways to make some of the other rarely used weapons just as fun.
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Old January 20th, 2010, 09:06 PM
Mardagg Mardagg is offline
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Default Re: Magic Items under CBM

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Originally Posted by Sir_Dr_D View Post
We need to find ways to make some of the other rarely used weapons just as fun.
Absolutely right.
We got a very nice base of thematically interesting melee items atm,but most are only of minor use or just plain useless.
I really think,that maybe changing half a dozen 2h weapons and 2-3 1h weapons would be enough already,to make for a much more interesting and fun game,all while being more balanced,too.
Later you could maybe even add 1 or 2 new items.
Thats not much work to do!
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  #7  
Old January 21st, 2010, 05:45 AM
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Wrana Wrana is offline
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Default Re: Magic Items under CBM

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Originally Posted by Sir_Dr_D View Post
I want to add, that I love what has been done to the midget masher in CBM. It has definate uses and weaknesses. This makes it an interesting weapon. We need to find ways to make some of the other rarely used weapons just as fun.
Agree!
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  #8  
Old January 21st, 2010, 01:07 AM

Frozen Lama Frozen Lama is offline
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Default Re: Magic Items under CBM

I'm willing to be proven wrong here Psycho, but i've used the eye shield a lot, and the MR check is very very hard to pass. i'd say that over 98% of the times i've used it it results in a lost eye. this includes vs tartarian, arch devils, jags, seraphs, pretty much everything.
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  #9  
Old January 21st, 2010, 03:21 AM
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vfb vfb is offline
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Default Re: Magic Items under CBM

MR check for wielded items is vs 12, according to the debug log.
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  #10  
Old January 21st, 2010, 03:30 AM

Trumanator Trumanator is offline
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Default Re: Magic Items under CBM

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Originally Posted by vfb View Post
MR check for wielded items is vs 12, according to the debug log.
Is that the Eye shield specifically? Cuz its a lot more effective than a check of 12 would indicate. Even if it does turn out to be 12, the number of checks you generally get almost guarantee the enemy's eyeloss.
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