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  #1  
Old September 13th, 2009, 04:13 AM
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Default Re: Conceptual Balance Mod 1.5

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Originally Posted by Sombre View Post
To make it target single high hp targets wouldn't be hard. You make a single target version with a nextspell of the aoe version.
Yeah, that would work, but it would force two mr checks on the primary target then (one for the main single targe spell and then a second check when AoE kicks in). That effect would make it pretty powerful insta-kill spell.

But I quess he spell could use the boost.
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  #2  
Old September 14th, 2009, 11:04 AM
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Default Re: Conceptual Balance Mod 1.5

I was playing about with EA Agartha again. It came to me that a good and reasonably thematic boost would be heat preference 2. That would give them some points to buy a blessing and some heat to push against cold dominions.

With that change they would be good enough I think, and Umbrals could stay at conj 7.
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  #3  
Old September 14th, 2009, 11:38 AM
Squirrelloid Squirrelloid is offline
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Default Re: Conceptual Balance Mod 1.5

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Originally Posted by Fantomen View Post
I was playing about with EA Agartha again. It came to me that a good and reasonably thematic boost would be heat preference 2. That would give them some points to buy a blessing and some heat to push against cold dominions.

With that change they would be good enough I think, and Umbrals could stay at conj 7.
It wouldn't hurt. But taking heat 3 is already a law of playing Agartha anyway, so it doesn't actually give you any more points.

I also doubt giving cave dwellers a heat preference makes sense. What also doesn't make sense is cave dwellers being cold blooded in the first place. (Seriously, you get more than like 10' below ground and air temperature is constant and chilly.) Cold blooded only makes sense for things that are normally out in sunlight...

Edit: Support++ for reducing path requirement for Army of X spells and Weapons of Sharpness, and really, lategame army buff spells in general. The game favors thug/SC play way too much - making these spells accessible to regular mages would go a long way towards making armies actually viable.
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  #4  
Old September 14th, 2009, 08:23 PM

chrispedersen chrispedersen is offline
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Default Re: Conceptual Balance Mod 1.5

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Originally Posted by Fantomen View Post
I was playing about with EA Agartha again. It came to me that a good and reasonably thematic boost would be heat preference 2. That would give them some points to buy a blessing and some heat to push against cold dominions.

With that change they would be good enough I think, and Umbrals could stay at conj 7.
In my Balance mods, this is one of the steps I take to make the agarthas more competitive.
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  #5  
Old September 14th, 2009, 11:36 AM

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Default Re: Conceptual Balance Mod 1.5

I think heat preference would be ok for agartha too, but it isn't really suggested anywhere in their descriptions etc. Though they do summon up fire elementals and earth elementals rather than water elementals, which suggests some ties with lava/geothermal stuff.
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  #6  
Old September 14th, 2009, 03:28 PM
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Default Re: Conceptual Balance Mod 1.5

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Originally Posted by Sombre View Post
I think heat preference would be ok for agartha too, but it isn't really suggested anywhere in their descriptions etc. Though they do summon up fire elementals and earth elementals rather than water elementals, which suggests some ties with lava/geothermal stuff.
They have the "rhuax pact" spell as a national summon, Summoning magma children with heat and fire power. So that sort of implies a connection to heat and volcanic heritage.

Also I think EA agartha absolutely needs to take heat scales anyway to defend against cold, which is a total killer for them. So pretender design wouldn´t change much anyway, you just wouldn´t lose the income.

Taking away cold blooded would be an alternative but I somehow feel that it is a strong part of the Agartha theme.

Why not just imagine that Agarthas caves run deeper than caves known to man, that they are connected with earth itself and it´s burning core?
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Old September 14th, 2009, 08:45 PM
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Default Re: Conceptual Balance Mod 1.5

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Why not just imagine that Agarthas caves run deeper than caves known to man, that they are connected with earth itself and it´s burning core?
Because at some point gravity just crushes the cave? Its not that there are no caves known deeper than that, its that there's a depth beyond which cave formation is *impossible* and supporting a tunnel structurally is *impossible*. The only reason magma pipes don't collapse is they're filled with magma, which is really dense.

Edit: before someone says it - if Agartha has magic powerful enough to achieve such a feat, (1) why are they bothering with the surface world? (2) Shouldn't they be able to move anywhere on the map from any territory? (3) They've already won, their magic is so awesome.
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  #8  
Old September 15th, 2009, 03:30 PM
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Default Re: Conceptual Balance Mod 1.5

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Originally Posted by Squirrelloid View Post
Quote:
Originally Posted by Fantomen View Post
Why not just imagine that Agarthas caves run deeper than caves known to man, that they are connected with earth itself and it´s burning core?
Because at some point gravity just crushes the cave? Its not that there are no caves known deeper than that, its that there's a depth beyond which cave formation is *impossible* and supporting a tunnel structurally is *impossible*. The only reason magma pipes don't collapse is they're filled with magma, which is really dense.

Edit: before someone says it - if Agartha has magic powerful enough to achieve such a feat, (1) why are they bothering with the surface world? (2) Shouldn't they be able to move anywhere on the map from any territory? (3) They've already won, their magic is so awesome.
I´m not going to argue the scientific possibility of warm caves, frankly I don´t know **** about it.

My point was: Why not **** science in this case and use our imagination?

Edit: Damn that ****ing forum cencorship.
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  #9  
Old September 14th, 2009, 11:37 AM

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Default Re: Conceptual Balance Mod 1.5

Uhm, if in 1.6 you are making bloodstones unique/removing them, do you think that maybe you can reduce the E level required for a lot of the higher level spells? w/out bloodstones, I think even a lot of real earth nations are going to have issues casting stuff like E attack, Deepwell, army of __, etc.
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  #10  
Old September 14th, 2009, 11:38 AM

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Default Re: Conceptual Balance Mod 1.5

There will hopefully be an earth booster to compensate, though it will not be without extra baggage (such as turning you into something or boosting nature).
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