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  #31  
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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  #32  
Old March 10th, 2008, 11:02 PM
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Default Re: Tartanians

Say no more!
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  #33  
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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  #34  
Old March 11th, 2008, 03:25 AM

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Default Re: Tartanians

"I cannot give you that"
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  #35  
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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  #36  
Old March 11th, 2008, 04:26 AM
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Default Re: Tartanians

Quote:
lch said:
much like people sometimes take Astral Vortex out of the game through a mod if they think it's too strong.

Astral Vortex??

Do you mean 'Vortex of Returning' or 'Arcane Nexus' or 'Astral Tempest' or is this a spell from a mod??


==========
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_ I agree with the last post from B0rsuk


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  #37  
Old March 11th, 2008, 04:44 AM

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Default Re: Tartanians

Considering the very limited base that one can get and outfit Tartanians, isnt it the other players in the games fault for allowing this? Everyone knows when GoH is cast and could get rid of it. Also if you know a certain faction has lots of Death and Nature, other players should gang up on them if they dont dont want to lose. If that player can make it to the end, get tartanians out and kitted, its the other players fault for allowing this.
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  #38  
Old March 11th, 2008, 05:11 AM

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Default Re: Tartanians

What other common game winners are there in non-victory point MP games? Do nations with other paths have alternative ways to win? I would agree that more options does make things better. At the same time, there need to be some knockout options to win the game, as stalemates are no fun.
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  #39  
Old March 11th, 2008, 07:14 AM

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Default Re: Tartanians

ehm every race can get GoH or chalice.. just set your pretender up to get it IF you think they are that big a deal , as I said INVEST to get it if you WANT it.
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  #40  
Old March 11th, 2008, 07:54 AM
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Default Re: Tartarians

I think the balance problem isn't that tartarians are good and cheap. It's normal that researching level 9 magic and having level 7 mages to cast rituals (+level 4 in another school + an artefact/global eventually) give some advantages.

The problem is no other path gives comparable non unique units (and even many uniques are inferior due to lower hp and lack of feet or other slots). Level 9 constructs, abominations, tarrasques, may be cool, but even GoRed they don't have magic to buff themselves or destroy legions of chaff.

Adding an endgame cost effective SC summon for several paths, and/or magic powers for more creatures once GoR is used would be a good thing for balance.
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