|
|
|
|
|
November 27th, 2009, 05:50 PM
|
|
Second Lieutenant
|
|
Join Date: Jan 2009
Location: Ellicott City, MD
Posts: 401
Thanks: 15
Thanked 18 Times in 13 Posts
|
|
Re: Astral magic seems overpowered
Quote:
Originally Posted by theenemy
Quote:
Originally Posted by Tolkien
Quote:
Originally Posted by theenemy
Wow, so they finally took away clams? this is news to me
|
CBM 1.6. Made all gem-producers unique (including bloodstone, but we'll probably see a substitute earth booster next version).
|
So it's only a mod then
|
Yeah, but CBM is pretty much the quintessential MP mod.
|
November 28th, 2009, 09:45 AM
|
|
Corporal
|
|
Join Date: Jan 2007
Location: Next door...
Posts: 160
Thanks: 14
Thanked 12 Times in 4 Posts
|
|
Re: Astral magic seems overpowered
damn, looks like a dictatorship to me.
all heil CBM!
__________________
My life has the tendency to fall apart when I'm awake, you know?
|
November 28th, 2009, 10:07 AM
|
|
Captain
|
|
Join Date: Aug 2008
Location: Finland
Posts: 827
Thanks: 23
Thanked 27 Times in 27 Posts
|
|
Re: Astral magic seems overpowered
Well, CBM is enabled in around half or more of llamaserver MP's, which seem to be the majority of multiplayer games organized here. I can't say for other forums though.
But getting back to the topic - astral seeming too good. It is good. Very good. You can't go wrong with recruiting astral mages really, it offers very good spells, but mostly in the form of MR negating effects - there are a few exceptions like stellar cascades and Astral geyser which don't seem to see the use they should (well, perhaps astral geyser isn't that good afterall, it's a good opener if you call a few horrors though). SCs can easily have around 25-30 MR, I've seen 40 MR without artifact MR gear (mainly mage bane) used on a pretender. Death has it's own version of soul slay and has very good summons in conjuration (tartarians, different types of mages) and in echantment (liches, behemoths) and even their own remote raiding spell which beats pretty much any reasonable PD in the game, and one should never forget soul vortex which is one of the best tools an SC can have vs. armies.
The elemental paths have useful spells, but are a bit easy to counter or easily reduce the effectiveness of them in the form of resistance spells and thug/sc immunity gear, with maybe the exception of combination of water and fire in the form of acid spells. Still, they have their uses like it has been said in this thread.
|
November 28th, 2009, 02:36 PM
|
|
General
|
|
Join Date: Oct 2006
Posts: 3,445
Thanks: 85
Thanked 79 Times in 51 Posts
|
|
Re: Astral magic seems overpowered
CBM is the standard, and in this case I'd suggest it's appropriate. Dom3 is a beautiful game, even out of the box, but I think it's just too complex for someone as close as the Devs, to the game they created, to balance it appropriately. CBM fulfills that purpose admirably (if not perfectly--there are certain points at which I disagree with certain choices. Also, CBM tends not to actually add any new content.).
I can't absolutely say that CBM is a "dictatorship" as such, but I think it's a great jumping off point, for either adding new content to, or to tweak what's already been done.
And I for one certainly wouldn't want to redo everything Quantum_Mechani has already done.
__________________
You've sailed off the edge of the map--here there be badgers!
|
December 1st, 2009, 02:08 PM
|
First Lieutenant
|
|
Join Date: Aug 2007
Location: UK
Posts: 792
Thanks: 28
Thanked 45 Times in 31 Posts
|
|
Re: Astral magic seems overpowered
Generally, I find Water to be the weakest path. As I found in one MP game against Rlyeh, it's a struggle to even find useful spells to cast underwater that are as good as astral's.
|
December 1st, 2009, 02:28 PM
|
BANNED USER
|
|
Join Date: Nov 2009
Posts: 122
Thanks: 5
Thanked 2 Times in 2 Posts
|
|
Re: Astral magic seems overpowered
Shark attack is pretty good, but other than that and frozen heart there's not too much that's very effective for water magic underwater.
|
December 1st, 2009, 02:43 PM
|
General
|
|
Join Date: Apr 2005
Posts: 3,327
Thanks: 4
Thanked 133 Times in 117 Posts
|
|
Re: Astral magic seems overpowered
Friendly Currents and Water Ward (if that's the large scale one) can be nice. Quickening is also good.
In general you're right. Water really should be more effective underwater. Of course, that would make it even harder for land nations to attack underwater nations.
|
December 1st, 2009, 06:03 PM
|
BANNED USER
|
|
Join Date: May 2004
Posts: 4,075
Thanks: 203
Thanked 121 Times in 91 Posts
|
|
Re: Astral magic seems overpowered
Some of the changes in balance103
Well of misery is based on water.
Volcanic eruption (earth blood deep well) is based on fire.
Maelstron switches to air
And Mother Oak switches to earth.
thus there is one huge change: Water gives you the death gem global.
The less important is that fire gets you earth, earth gets you nature, and air gets you water.
The other important thing is that it isn't self reinforcing.. if you have nature - your won't won't be able to bootstrap into an insurmountable lead.
|
December 1st, 2009, 06:52 PM
|
|
General
|
|
Join Date: Mar 2007
Location: Japan
Posts: 3,691
Thanks: 269
Thanked 397 Times in 200 Posts
|
|
Re: Astral magic seems overpowered
Shark Attack used to be more awesome. You need a pretty big battle to make it worthwhile now. I'd prefer to cast Summon Sharks three times instead, in most cases. The little sharks distract mages in the backfield, and split up the enemy army so you're only fighting a bit of it at a time.
In a medium battle underwater (10-15 turns before an army rout), I've been lucky to get 1 or 2 sharks out of Shark Attack.
__________________
Whether he submitted the post, or whether he did not, made no difference. The Thought Police would get him just the same. He had committed— would still have committed, even if he had never set pen to paper— the essential crime that contained all others in itself. Thoughtcrime, they called it. Thoughtcrime was not a thing that could be concealed forever.
http://z7.invisionfree.com/Dom3mods/index.php?
|
December 1st, 2009, 07:24 PM
|
BANNED USER
|
|
Join Date: Jul 2008
Location: Tacoma WA, USA
Posts: 1,314
Thanks: 103
Thanked 72 Times in 50 Posts
|
|
Re: Astral magic seems overpowered
lol, ask Calahan about Shark attack He cast Rigor Mortis in a battle as LA Ermor, there must've been 150+ sharks that showed up!
|
The Following User Says Thank You to Trumanator For This Useful Post:
|
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is On
|
|
|
|
|