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October 19th, 2007, 08:09 PM
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Major
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Join Date: Jan 2006
Posts: 1,055
Thanks: 4
Thanked 29 Times in 13 Posts
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Suggested Changes to Bless Bonuses
Change Air 9 from Shock Resistance to Precision buff, like +4 or something. Air 9 is so niche but a precision buff would really be interesting I think for sacred mages and things like ancestral vessels =).
Death 9 to a fear weapon or a fear aura instead of it's current form.
Blood 9 to something else besides it's current crappy version.
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October 19th, 2007, 09:31 PM
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Colonel
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Join Date: Dec 2006
Location: Dallas, Tx
Posts: 1,712
Thanks: 0
Thanked 3 Times in 2 Posts
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Re: Suggested Changes to Bless Bonuses
I'll sign this petition.
One suggestion for Blood9:
Dying Breath: Upon dying it curses the attacker AND deals something like a single 12 point AN damage.
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October 19th, 2007, 09:49 PM
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Second Lieutenant
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Join Date: Sep 2007
Posts: 525
Thanks: 17
Thanked 17 Times in 10 Posts
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Re: Suggested Changes to Bless Bonuses
Or W9 F9 bless should be weakened. Like F9 change to fire weapon, but no additional damage, just fire effect and magical. W9 lessen quickness to 25%.
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October 19th, 2007, 10:29 PM
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Sergeant
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Join Date: Sep 2006
Location: Memphis, TN
Posts: 332
Thanks: 4
Thanked 3 Times in 3 Posts
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Re: Suggested Changes to Bless Bonuses
I'm not sure I'd sign on to weakening W9 or F9 blesses. The A9 bless would certainly make things more interesting. Suddenly a nation like EA T'ien Ch'i would have a serious question on their hands regarding their bless.
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October 19th, 2007, 10:43 PM
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First Lieutenant
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Join Date: Jan 2007
Location: Tampa, FL
Posts: 687
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Re: Suggested Changes to Bless Bonuses
Order of power, IMO
Regen - although generally best for high HP units, even a 10-12 hp unit gains a slight HP regen and the affliction reduction to 1/8
MR - everyone can use more MR, not sure if i like the max of 18 (from manual)
re-invig - everyone can use invig, higher armor more so
+atk - frequently useful, although the increments are low
+def - less useful as can be easily reduced through swarming, unit dependent, existing high def gets much better
airshield - niche usefulness, but still good at low levels
+affliction - niche usefulness, +shroud can make even some spells even more effective
+str - more damage is good, but low increment and the increase doesn't seem worth it. Either the unit has high str already and its a small % increase, or low str already and the little increase doesn't help much
Many seem good at lvl 4 (i.e. +2 atk) but the increase at lvl 8 isn't that hot (+2 atk to +4 atk)
Major bless
Quickness - almost always good
Fire affect - magic weapon plus significant damage, plus burn
Berserk - very powerful, but also double edged.
+4 prot - nice, but doesn't seem to impact as much as above. Primarily good for mid-high prot units although some benefit to low prot units.
Twist Fate - Kind of good, but 1 shot benefit. AFAIK the hit doesn't have to do damage, just land to dispel TF making it less useful on high prot units. Needs a bit of a tweak up but not much.
Death weapon - magic weapon? 2 AN (or AP) AN is kind of nice, but 2 damage isn't that great. If it made the whole attack AN it might be too powerful. Possibly make full attack into AP? Not too great as is.
Lightning resist - meh, very niche. Possibly mirror image? Mistform being too powerful. +precision as above might work too, possibly +precision for minor and +80 airshield for major?
Death curse - meh, really needs to be changed. Very niche in usefulness
Seems like there is a large disparity in power, with F,W,N being great; E,S being ok, and the rest being weak in comparison.
To also be considered: a D9 pretender will get great value out of the path level with many death spells being level dependent and good high path cost spells. The same could also be said for B9, S9 and E9. Possibly pushing E,S up to the need no change level.
Thoughts:
Add a state called partial ethereality - 40% instead of 75% for S9, or possibly luck?
Raise E9 to +5 or +6 prot
D9 to AP weps (or create a new weapon status for partial AP (similar to partial quickness)) Partial AP would reduce prot by 1/4 instead of 1/2. Or give all weapons a coat of poison/corrosion/disease.
B9 - no clue, but death curse kind of sucks. Possibly a minor drain life effect? 1/2 or 1/4 of current wep drain life. Possibly similar to 10% regen (lvl 6 nature) but gives a bit of invig as well.
A9 - 80% airshield, mirror image, lesser mistform effect, lightning weapon effect, or lightning shield effect (either similar to fire sheild, or a type of charge body that doesn't affect the sacred for a 1 shot attack ala reverse twist fate)
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October 19th, 2007, 11:46 PM
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National Security Advisor
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Join Date: Sep 2003
Location: Eastern Finland
Posts: 7,110
Thanks: 145
Thanked 153 Times in 101 Posts
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Re: Suggested Changes to Bless Bonuses
Curse Luck from Blood 9 would be kind of interesting. Ability to NEGATE LUCK, on thugs/SCs... that's good.
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October 20th, 2007, 12:20 AM
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Major
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Join Date: Jan 2006
Posts: 1,055
Thanks: 4
Thanked 29 Times in 13 Posts
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Re: Suggested Changes to Bless Bonuses
I definitely think Life Drain for Blood 9 is VERY thematic and actually very very nice.
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October 20th, 2007, 06:46 PM
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BANNED USER
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Join Date: Aug 2007
Posts: 214
Thanks: 0
Thanked 0 Times in 0 Posts
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Re: Suggested Changes to Bless Bonuses
B9 could be given a "blood-drinking" attack. Once a unit is struck, the unit most make a MR resist roll or suffer a life drain attack. Make the roll "easy" -4. No real idea what a fair damage level would be.
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October 21st, 2007, 04:18 AM
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Sergeant
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Join Date: Apr 2007
Location: Texas/Ohio
Posts: 363
Thanks: 11
Thanked 72 Times in 21 Posts
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Re: Suggested Changes to Bless Bonuses
Quote:
KissBlade said:
Change Air 9 from Shock Resistance to Precision buff, like +4 or something. Air 9 is so niche but a precision buff would really be interesting I think for sacred mages and things like ancestral vessels =).
Death 9 to a fear weapon or a fear aura instead of it's current form.
Blood 9 to something else besides it's current crappy version.
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Keep in mind that blesses aren't suppose to be perfectly balanced, so long as the magic path is balanced accross the board. I think it comes as no surprise that the two most powerful magics for endgame, blood and astral, are also considered the weakest blesses.
Thats not to say some there isn't a case for blesses being changed. It is, however, saying that the argument for changing blesses should not be "the current one is crappy". I'll admit that I can't even fathom a niche roll for the Blood high bless. I do know replacing it with Blood Vengance is a terrible idea, thats way overpowering. Perhaps a minor morale boost instead, say +4. Now, there are probably some real tangible uses for that. Of course, its not nearly as good as some other blesses, but it shouldn't be.
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October 21st, 2007, 05:31 AM
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Major General
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Join Date: Mar 2007
Location: Seattle
Posts: 2,497
Thanks: 165
Thanked 105 Times in 73 Posts
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Re: Suggested Changes to Bless Bonuses
Jutetrea,
Regen doesn't necessarily cut your affliction chance to 1/8. KO mentioned a while back that it actually depends on your regen %.
-Max
__________________
Bauchelain - "Qwik Ben iz uzin wallhax! HAX!"
Quick Ben - "lol pwned"
["Memories of Ice", by Steven Erikson. Retranslated into l33t.]
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