.com.unity Forums
  The Official e-Store of Shrapnel Games

This Month's Specials

Air Assault Task Force- Save $8.00
Bronze- Save $10.00

   







Go Back   .com.unity Forums > Illwinter Game Design > Dominions 3: The Awakening

Reply
 
Thread Tools Display Modes
  #1  
Old January 26th, 2010, 08:40 AM

Sombre Sombre is offline
BANNED USER
 
Join Date: Feb 2007
Posts: 5,463
Thanks: 165
Thanked 324 Times in 190 Posts
Sombre is on a distinguished road
Default Re: Magic Items under CBM

Quote:
Originally Posted by Amorphous View Post
Looking at the axe, it really does not seem that bad in itself - fear is a reasonably powerful effect. It seems to me that at least part of the problem is that the Horror Helmet is available at the same level of construction with path requirements that make it likely that anyone able and willing to craft the axe, could craft the helmet instead. Perhaps bumping the helmet up to construction 4 would help.
Why would you nerf the situationally useful horror helmet? It isn't like it's overused and eclipsing balanced items. It's often useful as is, whereas the imp axe generally isn't, so boost the imp axe. Not rocket science.


Quote:
I am sorry if my question rubbed you the wrong way
It didn't but your apologies don't read as sincere in the slightest anyway.

Quote:
It also seems like my wording threw you off and you took my question a bit too literally. In my defence I will say that it never entered my mind that anyone would interpret my words so narrowly as to think I meant using the newweapon-command and adding the ability directly to the structure (hope that was clear enough).
If it never entered your mind, why are you assuming that's how I interpreted it? I just said it isn't possible. Which it isn't, with the caveat that anything is theoretically possible if you're willing to go to ridiculous lengths or accept a messy solution to do something basically pointless.

For instance you could turn Horror Helm, the item, into a replacement for imp axe which wouldn't have the pillage bonus, if you accepted that you'd be losing horror helm just to remove an attribute no-one cares about. Same situation with construction 12 items, if there was even one that just granted fear, it would be a less messy solution to the 'problem' (imp axe having pillage).
Reply With Quote
  #2  
Old January 26th, 2010, 12:23 PM

Amorphous Amorphous is offline
Corporal
 
Join Date: Oct 2008
Posts: 94
Thanks: 13
Thanked 18 Times in 10 Posts
Amorphous is on a distinguished road
Default Re: Magic Items under CBM

Quote:
Originally Posted by Sombre View Post
Why would you nerf the situationally useful horror helmet? It isn't like it's overused and eclipsing balanced items. It's often useful as is, whereas the imp axe generally isn't, so boost the imp axe. Not rocket science.
Because I still see the helmet as useful at construction 4 - I have used it reasonably often in games after having researched past construction 2. And if it were bumped to 4, I would see the axe as an early crafting option. Since there does not seem to be that much agreement about how to improve 2-handers, I think this might be an easy way of doing it.

I can see using the axe with e.g. trample-thugs in the event of such a change.



Quote:
If it never entered your mind, why are you assuming that's how I interpreted it? I just said it isn't possible.
Some of your later posts led me to believe that you read it like that. If you did not, all the better.


Quote:
For instance you could turn Horror Helm, the item, into a replacement for imp axe which wouldn't have the pillage bonus, if you accepted that you'd be losing horror helm just to remove an attribute no-one cares about. Same situation with construction 12 items, if there was even one that just granted fear, it would be a less messy solution to the 'problem' (imp axe having pillage).
Thanks, I thought so, but since I have not really tested it, I appreciate the confirmation.
Reply With Quote
  #3  
Old January 26th, 2010, 06:24 PM

chrispedersen chrispedersen is offline
BANNED USER
 
Join Date: May 2004
Posts: 4,075
Thanks: 203
Thanked 121 Times in 91 Posts
chrispedersen is on a distinguished road
Default Re: Magic Items under CBM

Speaking of the con12 items..

Any utility to lowering them? And/or changing them for more general use in game?
Reply With Quote
Reply

Bookmarks


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump


All times are GMT -4. The time now is 05:55 AM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.