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  #21  
Old January 22nd, 2007, 07:16 PM
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Default Re: Bringing Back the Super Combatant

Trampling Pretenders seem to suck because they're always fatiguing out and dying. I'd love the Shedu if only it wasn't so prone to this behavior. It takes a LOT of regen to keep up with trampling.
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  #22  
Old January 22nd, 2007, 07:21 PM

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Default Re: Bringing Back the Super Combatant

I assume that would be reinvig?
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  #23  
Old January 22nd, 2007, 07:53 PM
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Default Re: Bringing Back the Super Combatant

Yeah, Dagon wouldn't often need to use the basalt pillar, which makes it a reasonable addition. Perhaps the basalt pillar could have a soul-vortex ability to reinvigorate and regenerate Dagon?
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  #24  
Old January 23rd, 2007, 11:55 PM

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Default Re: Bringing Back the Super Combatant

I wouldn't make dagon into an SC type pretender for a couple of reasons: he's got three points of magic, high dominion, good stats, and is amphibious. He's too much of an all-rounder all ready. If you add SC type capabilities, he'd be over powered, or he'd cost like 250 points. IIRC he also has relatively cheap new paths.
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  #25  
Old January 24th, 2007, 09:56 PM
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Default Re: Bringing Back the Super Combatant

I kind of like the idea of a single new pretender being made available who is just a big well-hung thug. No real magic, nothing special, just a hugely, oppressively, physically powerful mountain of pain to whomever gets in his way.

Make him extremely expensive so you can't afford much of anything else for your empire. Don't make him ethereal, radiate heat, or anything else like that. Just big, mean, and immortal. Minor regeneration maybe, to keep him from getting too many afflictions at once. No flight. Nothing esoteric or glamourous. Just raw physical power.

He would be overwhelming in the first few years, then gradually less powerful until you started outfitting him, then it would level out. You would still have the best SC, but s/he would be no more powerful than an army of mages. Less in fact. A single mage could instant death him easily, since his/her magic resistance would be fairly normal. That's why s/he should be immortal....

Making all Pretenders super powerful might be unbalancing, HoneyBadger; but making a metaphorical Elephant unit among infantry Pretenders would just be plain fun.
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  #26  
Old January 24th, 2007, 10:01 PM
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Default Re: Bringing Back the Super Combatant

What was the name of Conan's god? Krog? Something like that. This could be a great god for the barbarians or cave men....

I'm just throwing this out there:
ST 50
Hits 500
att 15
def 15
mor 30
mr 15

Make him a berserker? Bare minimum low level fear maybe?
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  #27  
Old January 24th, 2007, 11:43 PM

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Default Re: Bringing Back the Super Combatant

Quote:
Uh-Nu-Buh said:
What was the name of Conan's god? Krog? Something like that. This could be a great god for the barbarians or cave men....

I'm just throwing this out there:
ST 50
Hits 500
att 15
def 15
mor 30
mr 15

Make him a berserker? Bare minimum low level fear maybe?
You'd need berserk to have a chance at balancing something like that with sphinx-like hp. Especially since it can regenerate with a ring.
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  #28  
Old January 25th, 2007, 02:45 PM

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Default Re: Bringing Back the Super Combatant

If that thing is immortal then, with dom10, we have something very nasty(would need to be start dom1-2 and pathcost like 80)
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  #29  
Old January 25th, 2007, 03:11 PM
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Default Re: Bringing Back the Super Combatant

Quote:
Uh-Nu-Buh said:
What was the name of Conan's god? Krog? Something like that.
Krog!?!? Crom will eat your heart, regurgitate it, and then make you eat it! What blasphemy.

Kill the next 5 people you meet, as penance, preferably while listening to Anvil of Crom.
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  #30  
Old January 25th, 2007, 09:03 PM
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Default Re: Bringing Back the Super Combatant

Why does everyone think I'm trying to make Pretenders super powerful?

I'm talking simple, straightforward, relatively minor, rational, sensible additions, atleast 99% of the time (incase anyone is suffering under the mistaken impression that I'm perfect).

These changes, additions, tweaks, will only be there to either 1: balance certain Pretenders that I consider unbalanced (such as Destroyer of Worlds) 2: create new strategies, or 3: make Pretenders more interesting (as opposed to making them more powerful for no reason).

Now I want to explain to anyone who considers me to be a fruit fresh off the fruitcake. I've been playing and designing games for 20 years. All kinds of games, mostly strategy and/or RPG games. I'm just as aware of the value of continuity of balance in a game as the next person, and I don't have any desire to turn Dom3 into a personal power-trip.

If I were going to do something like that, there are plenty of easier ways to go about it. I just want to make Pretenders, in general and specifically, more fun, more interesting, more useful in Dom3.

Thank you.
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