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  #1  
Old September 2nd, 2006, 12:22 PM
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Default Re: Dom3 MP is still Supercombatant based?

Quote:
Nerfix said:
I would have liked if Invulnerability would have for example nullified the effects of Quickness or lowered MR or such because many SC's are going to be poison immune anyway...
Quickness got changed a bit too.
It now only doubles melee attacks, but no longer is useful for mages. Mages only can cast 1 spell/turn even with quickness.

There are now also some new SC counters.
One really nasty one, especially for SC gods, is horror mark.
Horror mark is Thaumaturgy 1, 2 astral to cast.

Horror marks stack now. If you horror mark an enemy pretender 10 times or so, then the chance is extremely high that already in the next turn he will get attacked by a horror. And there are some cute new unique horrors .

In one blitz game QM and me both took SC gods and both had astral nations. Simultaneously we had the same idea and horror marked the enemy god.
My god was immediately horror attacked on the very next turn, QMs god 1 turn later.
Our gods got easily slaughered.

And when i called back my god he was still horror marked, so he got killed again the turn i called him back .

Those horrors are really nasty, they have i think a good chance to beat a fully equipped AQ and the like too.

Also there are now a couple of nations who can cast gifts from heaven ... .
Maverni's druids are especially noteworthy.
They are 2e2s, 2 100% randoms that can be wesn and an additional 10% random that can also be wesn.
So with summon ep any of their druids can cast gifts from heaven, and you have a very good chance that your druids get a nature pick, so they can also do eagle eyes for "sniper" GoHs .

Also remember the new random system. Most nations are good in 2-4 paths and have high difficulties getting access to the other 4-6 paths.
So your gem income is lower than dom2 normally, and you are longer limited to those items you can forge (unless you trade).

AQs and the like are still scary, but they are imho no longer as good as in Dom2. Also they are now unique, so you cannot mass produce them anymore via wish.
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  #2  
Old September 2nd, 2006, 12:24 PM
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Gandalf Parker Gandalf Parker is offline
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Default Re: Dom3 MP is still Supercombatant based?

The only reason SCs got so much use in Dom2 is because people didnt make good use of stealth armies. Personally I loved playing against people that relied on SCs.
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Old September 2nd, 2006, 01:02 PM
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Default Re: Dom3 MP is still Supercombatant based?

Quote:
Gandalf Parker said:
The only reason SCs got so much use in Dom2 is because people didnt make good use of stealth armies. Personally I loved playing against people that relied on SCs.
Especially QM and Arch always abused stealth troops as well in Dom2 .
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Old September 2nd, 2006, 05:48 PM

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Default Re: Dom3 MP is still Supercombatant based?

Quote:
Boron said:
And when i called back my god he was still horror marked, so he got killed again the turn i called him back .

IS there any way to get rid of the marks ever?
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Old September 2nd, 2006, 06:48 PM

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Default Re: Dom3 MP is still Supercombatant based?

Actually I think that there wasnt a problem with SCs. Sure 1 SC can murderize a regular army easily, but even though this is a fantasy game, it is "realistic" if we can say that. Just imagine... a mighty demon with a flaming sword enters to your province, what is guarded by 15 human swordsmen. I guess that creature wouldnt have any problems killing everything what moves in seconds.
Anyways just 1 word: modding. It is possible to totally remove all SCs from the game if you want.
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Old September 2nd, 2006, 07:12 PM

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Default Re: Dom3 MP is still Supercombatant based?

Don't think I like the idea of quickness not helping mages anymore. I always thought that was a cool feature.
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Old September 2nd, 2006, 08:06 PM

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Default Re: Dom3 MP is still Supercombatant based?

I agree with ioticus, and it's nice to have buffs that help spellcasters in way other than keeping them alive (path boost spells are cool too) but it was kind of overpowering. Not so much on say an initiate of the deep, since they fatigue themselves over 100 really quick that often its like 4 spells in 2 rounds as opposed to 4 spells in 4 rounds, but on like a water random sea king... you could go quickness, ice strike, ice strike, ice strike, ice strike, cast spells, and he would cast a LOT of spells before he passed out. Still, I have faith they'll be enough new stuff to more than make up for it.
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Old September 2nd, 2006, 08:20 PM
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Default Re: Dom3 MP is still Supercombatant based?

Hm Quickness would not be very useful now anymore anyways normally. Because Relief got changed a lot too.

Now Relief is a hard to cast battlefield wide spell that reduces your fatigue 10-20 points or so each battleround.
Relief is 5n to cast and needs 1 nature gem.

Imho this change was necessary though. Relief was just too uber and everybody tried to abuse it in Dom2 .
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Old September 2nd, 2006, 08:34 PM

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Default Re: Dom3 MP is still Supercombatant based?

I didn't think Quickness allowing mages to cast 2 spells per round was overpowered, because it was balanced by the fact that they gained a lot of fatigue. Now that Relief was hit with a huge nerf bat, allowing Quickness to help mages would be even less powerful, but still useful and cool, IMHO.
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Old September 2nd, 2006, 08:35 PM

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Default Re: Dom3 MP is still Supercombatant based?

Quote:
Boron said:
There are now also some new SC counters.
One really nasty one, especially for SC gods, is horror mark.
Horror mark is Thaumaturgy 1, 2 astral to cast.

Horror marks stack now. If you horror mark an enemy pretender 10 times or so, then the chance is extremely high that already in the next turn he will get attacked by a horror.
Uh thats nasty. Stacking horror marks eh!
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