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Old November 7th, 2003, 02:43 AM

HJ HJ is offline
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Default Re: Poll: How much will the new bless effects affect your pretender design?

Quote:
Originally posted by Aetius:
I disagree - your approach seems too deterministic. There are many things late game to pump gems into, powerful summons, global enchantments, even some of the more powerful battle spells. And thus there would still be tradeoffs late game as opposed to a one time only decision at the start of the game - maybe that approach suits you but for myself, no thanks.
To me it seems that everybody would be getting the same bless bonuses later on, and therefore blur alot of things that make each game distinct now. In addition, it would diminish the incentive to try out new pretenders with different sets of bless effects.

I guess we'll have to agree that we disagree on this.
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Old November 8th, 2003, 04:46 AM

geo981010 geo981010 is offline
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Default Re: Poll: How much will the new bless effects affect your pretender design?

I'm glad this thread is still active - it's been fun!

Seems like the blessings are starting to be appreciated, and maybe only some tweaking should be done. Niefel is pretty nasty as long as you can keep things cold, and I've been having a lot of fun with the 9 Earth 4 Nature Sacred Serpent Pythium. I think that is a very good starting race, and the Serpent mages are really suited for to win a research war. Not as powerful as Arch Theurgs, but are recuitable anywhere, much cheaper (3 holy, 3 magics plus 1 random for only 190 GP), and half upkeep from holy. +magic scale and you will be Foul Vapouring by turn 10, and Beserking Hydras and SMs are immune to boot.

One area I don't think anyone has argued for though - Level 10 magics. Cost from raising 9 to 10:
80 - (initial magic strength * 8)

And what do you get? +1 Attack/Defense/Reinvig/etc! There effects are totally not worth that cost, and the highest spell only requires level 9 to cast, so I can't see this being anything but a trap for newbies to sink points into.

How about a second bonus for getting +10? There are some good potential specials that would be viable: Fire Shield, Charge Body, Water Shield, Stoneskin, Luck, Life Stealing Attack, Barkskin, Harm effect on hits, etc. OK, some of these would need balancing, but give me a reason to try a +10 pretender!

[ November 08, 2003, 02:53: Message edited by: geo981010 ]
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Old November 8th, 2003, 05:34 AM

Sammual Sammual is offline
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Default Re: Poll: How much will the new bless effects affect your pretender design?

Quote:
Originally posted by geo981010:
One area I don't think anyone has argued for though - Level 10 magics. Cost from raising 9 to 10:
80 - (initial magic strength * 8)

And what do you get? +1 Attack/Defense/Reinvig/etc! There effects are totally not worth that cost, and the highest spell only requires level 9 to cast, so I can't see this being anything but a trap for newbies to sink points into.

How about a second bonus for getting +10? There are some good potential specials that would be viable: Fire Shield, Charge Body, Water Shield, Stoneskin, Luck, Life Stealing Attack, Barkskin, Harm effect on hits, etc. OK, some of these would need balancing, but give me a reason to try a +10 pretender!
I have asked for the same thing. There is NOTHING worth the points to take level 10.
I would like to see the cost drasticly lowered or the 10th level made worth it.

Sammual
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