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King`s Bounty: Warriors of the North Next game in the award-winning King’s Bounty series

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  #11  
Old 11-08-2012, 08:11 AM
Aleksandar777 Aleksandar777 is offline
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I'm disappointed cause they weakened rune mages so much and change the ability which ressurect, i loved that it
now rune mages are useless
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  #12  
Old 11-08-2012, 08:27 AM
namad namad is offline
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Quote:
Originally Posted by Aleksandar777 View Post
I'm disappointed cause they weakened rune mages so much and change the ability which ressurect, i loved that it
now rune mages are useless
huh? rune mages are like 1000 times more powerful in warriors of the north than in crossworlds...
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  #13  
Old 11-08-2012, 09:14 AM
saroumana saroumana is offline
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Originally Posted by namad View Post

if the phantom ability becomes super duper weak after a couple uses that might a fine fix?


anyways I wanna use this mod but is it compatible with this one? http://forum.1cpublishing.eu/showthr...=35494&page=16 because I need to use that one too
Yes they are comptatible ( aka you'll not encounter any bug). But you'll may be don't get the benefice of calm_rage and blizzard fix.
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  #14  
Old 11-08-2012, 09:49 AM
Aleksandar777 Aleksandar777 is offline
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Originally Posted by namad View Post
huh? rune mages are like 1000 times more powerful in warriors of the north than in crossworlds...
i mean, there is leadership 2000 and here is 180, and proportionally higher, at first energy which is more important
and why they replaced revive ability with this usless one
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  #15  
Old 11-08-2012, 10:07 AM
Aleksandar777 Aleksandar777 is offline
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Why they change things if they use the same unit in this KB
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  #16  
Old 11-08-2012, 07:57 PM
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camelotcrusade camelotcrusade is offline
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Seems to me the real problem is with Phantom letting you use the units abilities. Unit talents compete with spells more than ever for similar effects -- so if you play your cards right the Phantom spell is like a Gift + Summon spell rolled into one. I can get extra resurrections, blinding bombs, even more summons, etc. Being able to access those talents on the fly and without using up your spell action is a huge tactical advantage. Plus, once you've used the trick you wanted you still have a 2-round distraction.

Now if the Phantoms didn't have any talents they would still be useful as a summon for distortion mages -- but not nearly so abusable. And the rune mage wouldn't seem OP, imo.
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  #17  
Old 11-08-2012, 09:54 PM
namad namad is offline
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Originally Posted by Aleksandar777 View Post
i mean, there is leadership 2000 and here is 180, and proportionally higher, at first energy which is more important
and why they replaced revive ability with this usless one
except for the fact that the new rune mages are actually 1000 times stronger, the new abilities are insanely powerful, moreso than the old abilities :-p

by using the 3rd ability and the spell chargers you can regain infinite mana at the end of a battle, by using the 2nd spell and either runic word or the 3rd ability you can target another create like say paladins to generate infinite revives, as a result you can manage in a single battle, if you are very patient to do weird things like cast sacrifice 50times :-p this combination of powers makes the entire game almost pointless to play because it's too powerful. (these combos work better with 40mind and 40magic runes unspent)



whereas in crossworlds rune mages were a mediocre well rounded unit with a few interesting gimmicks and strong positive synergies in a level 5 unit based army.
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  #18  
Old 11-08-2012, 09:57 PM
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Zechnophobe Zechnophobe is offline
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Originally Posted by namad View Post
except for the fact that the new rune mages are actually 1000 times stronger, the new abilities are insanely powerful, moreso than the old abilities :-p

by using the 3rd ability and the spell chargers you can regain infinite mana at the end of a battle, by using the 2nd spell and either runic word or the 3rd ability you can target another create like say paladins to generate infinite revives, as a result you can manage in a single battle, if you are very patient to do weird things like cast sacrifice 50times :-p this combination of powers makes the entire game almost pointless to play because it's too powerful. (these combos work better with 40mind and 40magic runes unspent)



whereas in crossworlds rune mages were a mediocre well rounded unit with a few interesting gimmicks and strong positive synergies in a level 5 unit based army.
This is pretty true. I actually would have preferred the KB:CW Rune mages, simply because they are a more balanced unit.

I don't recruit them in KBWOTN since they do, in fact, ruin the game.
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  #19  
Old 11-09-2012, 01:40 AM
Dragnipurake Dragnipurake is offline
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Is it possible to make a mod which adds a Reload timer to each of the Runic Mage's skills?
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  #20  
Old 11-09-2012, 09:16 AM
Xargon Xargon is offline
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Originally Posted by Zechnophobe View Post
This is pretty true. I actually would have preferred the KB:CW Rune mages, simply because they are a more balanced unit.

I don't recruit them in KBWOTN since they do, in fact, ruin the game.
Same here. I played around a bit with them when I got access to runemages in Greenwort, but couldn't really find a way (even with self-imposed restrictions) to make it fun, so I dropped them altogether (phantom is overpowered, laser gets overpowered with many might runes, and using them almost exlusively as a shooter is no fun at all).
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