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September 24th, 2004, 04:43 PM
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First Lieutenant
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Join Date: May 2004
Posts: 654
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Re: The one change Dom2 really needs.....
Maybe blood stones should be modded to not give an earth gem anymore. The +E is a nice benefit anyway. Halve the blood slave requirements and you are away to the races.
As for life-drain, surely it could be removed without any super harmful impact.
e.g.
- Wraith Sword could turn you ethereal instead
- Hellsword could have some appropriate hellish effect in addition to the berserk, like maybe a reverse flambeau, x3 damage vs sacred units/angels or some such.
- Blood thorn could be used for dominion push as it was meant to be and +B benefit instead of as freaking main weapons
At minimum Blood thorn needs to be nerfed. It's just embarrassing when a Golem equipped with a knife can tank 300 devils...
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September 24th, 2004, 05:14 PM
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Second Lieutenant
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Join Date: Sep 2003
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Re: The one change Dom2 really needs.....
re: the change to Sabbath
I understand the logic of what you're saying, and its certainly not an earth-shaking change. The only problem I have with it is thematic; the use of Blood magic should always require the sacrifice of slaves - this is exactly what makes Blood what it is, and makes it different from the other paths of magic.
On the other hand, even when I'm playing a Blood nation, I never bother trying to use Blood magic of any kind on the battlefield, since none of it seems that effective anyway, and managing the slaves is a nightmare.
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September 24th, 2004, 05:18 PM
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Lieutenant General
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Join Date: Feb 2004
Posts: 2,687
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Re: The one change Dom2 really needs.....
well, the actual use of blood magic will still require blood slaves, per se, as any blood magic spells cast by the communion master will still need slaves; thematicality is maintained, function is improved, and micromanagement is diminished.
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September 24th, 2004, 05:28 PM
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First Lieutenant
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Join Date: Mar 2004
Location: Seattle
Posts: 771
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Re: The one change Dom2 really needs.....
Quote:
re: the change to Sabbath
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Could be good. Maybe, just maybe, Mictlain may have powerful battle magics now. Could be interesting.
Quote:
supremely sturdy (almost SC), full slot, intrinsic ability laden, low cost Ghost King
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But ... but ... I love my GK! *sniff* I'll miss you most of all.
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September 24th, 2004, 07:58 PM
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First Lieutenant
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Join Date: Sep 2004
Posts: 753
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Re: The one change Dom2 really needs.....
Quote:
Truper said:
re: the change to Sabbath
I understand the logic of what you're saying, and its certainly not an earth-shaking change. The only problem I have with it is thematic; the use of Blood magic should always require the sacrifice of slaves - this is exactly what makes Blood what it is, and makes it different from the other paths of magic.
On the other hand, even when I'm playing a Blood nation, I never bother trying to use Blood magic of any kind on the battlefield, since none of it seems that effective anyway, and managing the slaves is a nightmare.
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Ah-ha! Yes, indeed it would not have much effect on Blood Magic, because yes, I would like it to keep the "blood for blood" theme. But what it would do is allow you to build a Sabbath and cast other Paths in a semi-communion.
Maybe that you've never even tried using it, means something.
Or it could just be that your lack of imagination has gotten the better of you!
P.S. The aspect that grates me is the micromanagement, not really making Mictlan into a magical Battlefield casting powerhouse (though that would be a side effect).
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September 24th, 2004, 08:05 PM
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First Lieutenant
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Join Date: Mar 2004
Location: Seattle
Posts: 771
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Re: The one change Dom2 really needs.....
Quote:
P.S. The aspect that grates me is the micromanagement, not really making Mictlan into a magical Battlefield casting powerhouse (though that would be a side effect).
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And not a bad one, IMO! Then they can learn the power and the price of communion.
It's great when it works. It's painful when it backfires!
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September 24th, 2004, 08:13 PM
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First Lieutenant
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Join Date: Sep 2004
Posts: 753
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Re: The one change Dom2 really needs.....
Well you have to consider that the fatigue would still kill a goodly number of Mictlan priests, who are already pretty strapped for duty (research, blood hunting, forging ...).
But what it would allow you to do is use it to your advantage if you *needed* to without delving into that gulag that is the Gem Transfer screen for as long as nessecary.
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September 24th, 2004, 11:45 PM
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Sergeant
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Join Date: Feb 2004
Posts: 365
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Re: The one change Dom2 really needs.....
I never understood why blood sabbath cost so much (100) fatigue. That's the main reason I never used it. Even without requiring blood slaves, there's still going to be a lot of blood involved. The blood of the communion slaves. But it would be interesting for Mictlan to have fairly easy access to high level nature, astral, water, fire, and blood battlefield spells.
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September 25th, 2004, 01:32 AM
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Captain
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Join Date: Mar 2004
Location: Italy
Posts: 839
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Re: The one change Dom2 really needs.....
Simply for default each gem cost for a battle spell == to 100 fatigue.
So Blood Magic isn't that used in battle magic because it costs not only slaves but a lot of fatigue.
__________________
- Cohen
- The Paladin of the Lost Causes
- The Prophet of the National Armyes
- The Enemy of the SC and all the overpowered and unbalanced things.
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