Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
I've experimented with taking blood/nature as a bless and putting everything into hp's.
Dull as frick, but it really helps "human" type sacreds a lot, as opposed to giants.
Undying might be more bang for the buck, but unless your nation has native death mages, eh I have more enthusiasm for paths like Earth than Death.
Beserk is not for me. Too many mages are sacred that I do not want beserking.
I would too, but I was curious about what if we had more lvl 10 blessings
Sorry, I am aware of what exists in game, and yes, that is probably the better option currently, but I was thinking of a way to make it attractive to go to 10 or even 9 in a scale other than water.
The issue with the other versions of dominions was that you could take this with an imprisoned pretender, but that's not actually very attractive currently, so I don't think of it as a problem.
I'd also really like another non-incarnate nature bless. So often I end up wanting to grab nature 3 or 4 on a rainbow and then look through the bless options and feel like nothing is especially good. +HP is nice, but poison resistance, low-light vision, and forest survival is so incredibly situational.
Maybe if poison weapons didn't require a point in Death it'd be a lot more attractive.
Currently you want to avoid more than one bless in a path because taking +1 hp from nature costs maybe 10 design points and yet the same +1hp bonus costs 200 points if you have regen as well, because you're having to purchase very high levels of nature to get both. That means you avoid taking what otherwise you could be quite thematic blesses:
E.g. you'll virtually never see regen + larger, or recuperation + unaging taken, because two blesses in the same path make the costs prohibitive.
If bless points increased additively, like path costs do, that might fix this somewhat:
e.g. nature 8 gives 1+2+3+4+5+6+7+8 = 36 nature bless points
Regen is a level 7 bless so it costs 1+2+3+4+5+6+7 = 28 points
With your left over 8 points you could spend 6 of them (1+2+3) and get +3 hp as well.
Doing things this way would mean pretenders with 10 in a path could stack a number of blessings from that path (if it doesn't have a 10 blessing already which would burn all your points) which seems very thematic. Nature 9 (45 points to spend) could get you regen (costs 28), recuperation (costs 10) and +3hp (costs 6) for example, which seems pretty fair enough for a paragon of nature.
Because there's only so many good blesses in a path, I can't see any glaringly overpowered combinations straight away. Regen + barkskin + 3hp at N10 is as good as it gets. Is that still at a reasonable power level compared to quickness? I think so. Equally F8 would allow fire shield + heat aura. Thematic, and not excessively overpowered, not least because the counter to both is the same.
I kind of like that idea, to be honest. But only in regards to higher-than-necessary paths becoming viable.
It encourages taking various blesses within a single path (because buying an ability is comparatively cheap and situational doesn't mean useless) with the way X6 path gives 21 points, which is enough to buy most non-incarnate abilities. It's enough to justify moving all of non-stacking blesses like minor resists to X2, or else any imprisoned rainbow will have all minor resists tacked on. Or to be honest, any blesses except for arcane/undead command, Precision, HP and Undying; even Mountain Survival and Winter's gift aren't weak enough to justify 1 point in that system, with X4 giving 10 points nearly any rainbow will pick all minor effects just to complete the set and still have leftovers.
Certainly point costs might need a little tweaking, but they need a little tweaking as things stand.
Bear in mind that going to 4 path with a rainbow is a significant cost over 3, so even using current costs as a base it would be relatively rare to get the 'rainbow with 4 points left over in lots of paths after taking the main thing they wanted (stuff like att, def, unaging etc. at level 3). Even when that happens, there's only so much to spend those 4 points on in each path.
If you move everything except the scaling stuff up to 2 (3 points) it just means pretenders will still never take stuff like winter move or mountain survival. Basically because these are abilities that are 'I'll take them if they're effectively free, but I'm never going to spend extra design points to get them, or give up anything else I could have had in order to get them'. I can definitely see moving minor shock and cold resistances up to match fire being sensible, but I'd leave the really weak stuff at one point.
Glad the basic premise doesn't sound completely foolish to at least one other person, though!
Sure, undying would probably be the better option, and that death path would probably be better for most nations too, but there would still be times where it is worse. For instance with most troops being at the -0 hitpoints increases affliction chance. Also the amount of regen you get from Regeneration scales based on hitpoints, but not on undying (I believe) So there could still be a time where it would be better to go full nature, especially if you were doing say a nature titan that could rather easily get to Nature 10, but not Nature 7 + Death 3.