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October 8th, 2008, 04:48 AM
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Second Lieutenant
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Join Date: Feb 2007
Location: Chambéry (France)
Posts: 511
Thanks: 47
Thanked 19 Times in 14 Posts
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Re: More things to forge
Quote:
Originally Posted by Dragar
Monk's Belt (misc): Don't suffer defence penalty for subsequent attacks in a round
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This one could really overpower SCs.
Many cool ideas otherwise. I like the Stigmata & Butterfly net thigs
And what about families of magic unique unboosters ?
Star's Thirst : -1 Astral to all mages on the battlefield
Saharah Pal In : enhances Star's Thirst by 1
Saharah Pal Out : negates the previous item
^^
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October 8th, 2008, 09:13 AM
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Corporal
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Join Date: Feb 2007
Location: Hannover, Germany
Posts: 198
Thanks: 87
Thanked 7 Times in 7 Posts
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Re: More things to forge
I am not fond of extra path-boosters, since that will enable any races entering other paths more easily and eventually remove their magic difference. But I will also vote for adding new items, which can add more opinion for our strategy:
Can we have a helm to make the unit "blind" and reduce his precision but meanwhile grant him dark-vision?
Can we have a unique item to "call" a new death-match?(this item should be removed by using, like that magic lamp)
Other ideas are armor to improve stealthy ability, unique item to grant army a moving death dome, unique bow to "fire" horror mark, shoe to permantly make unit immobil but also autocast Strength of Gaia.
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October 8th, 2008, 12:30 PM
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Captain
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Join Date: Sep 2002
Location: United States
Posts: 919
Thanks: 26
Thanked 27 Times in 21 Posts
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Re: More things to forge
Quote:
Originally Posted by BesucherXia
I am not fond of extra path-boosters, since that will enable any races entering other paths more easily and eventually remove their magic difference.
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The path boost items could be designed so that they can't be used to "create" a new path, only to boost exsisting paths.
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October 8th, 2008, 02:05 PM
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Lieutenant Colonel
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Join Date: Jun 2008
Location: Florence, Italy
Posts: 1,424
Thanks: 740
Thanked 112 Times in 63 Posts
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Re: More things to forge
As already is, Skirmisher.
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October 8th, 2008, 02:42 PM
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Corporal
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Join Date: Feb 2007
Location: Hannover, Germany
Posts: 198
Thanks: 87
Thanked 7 Times in 7 Posts
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Re: More things to forge
Quote:
Originally Posted by Skirmisher
Quote:
Originally Posted by BesucherXia
I am not fond of extra path-boosters, since that will enable any races entering other paths more easily and eventually remove their magic difference.
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The path boost items could be designed so that they can't be used to "create" a new path, only to boost exsisting paths.
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That rule applies for the existing items too, and I think it a commen sense for further discussion. But adding more boost items is still too much for the balance.
Recentlly it is not too difficult to get mages with one new path (by indy/summons), but as any race goes on expanding his path, he will eventually meet his limit since the path boosters are very limited in choice. And if you enlarge that opportunity by adding new boost items, the whole magic system will be affected.
Another example: the S9 Wish can normally only be casted by S6 mage + starshine skullcap + 2 rings(or 1 ring + lucky coin). If we have an extra new S booster, this extreme limit will be much lower, and we can even image some S5 national mages cast Wish in group. That could be fun, but I will feel it a too big change.
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October 8th, 2008, 02:49 PM
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Captain
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Join Date: Sep 2002
Location: United States
Posts: 919
Thanks: 26
Thanked 27 Times in 21 Posts
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Re: More things to forge
This is just a wish list anyways,it's quite possible everything written here will be ignored. It just amounts to people dreaming out loud.
I do sense alot of "fear" with regards to change though. And I find that somewhat ammusing.
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October 8th, 2008, 04:35 PM
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General
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Join Date: Oct 2006
Posts: 3,445
Thanks: 85
Thanked 79 Times in 51 Posts
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Re: More things to forge
I'd love something that added Stealth to a commander. Maybe a cloak of invisibility (body), or an artifact helmet? Or even a ring that added 0 Stealth but caused Horror Mark would be nice. They've all been around forever in the myths.
And Skirmisher-the hope is that someday we'll be granted the power to mod Forged items, in which case we'll just make our own
__________________
You've sailed off the edge of the map--here there be badgers!
Last edited by HoneyBadger; October 8th, 2008 at 04:38 PM..
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October 8th, 2008, 04:45 PM
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Captain
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Join Date: Sep 2002
Location: United States
Posts: 919
Thanks: 26
Thanked 27 Times in 21 Posts
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Re: More things to forge
Dominions 4 eh?
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October 8th, 2008, 04:53 PM
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General
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Join Date: Oct 2006
Posts: 3,445
Thanks: 85
Thanked 79 Times in 51 Posts
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Re: More things to forge
Not really...we can already mod items, we just need the ability to add paths, levels, and gem costs, and set them up as Construction spells.
__________________
You've sailed off the edge of the map--here there be badgers!
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October 8th, 2008, 05:02 PM
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Captain
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Join Date: Sep 2002
Location: United States
Posts: 919
Thanks: 26
Thanked 27 Times in 21 Posts
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Re: More things to forge
With all the concern regarding magical balance wouldn't that be like opening pandora's box?
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