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Onlineworlds Community Forum > Mage Realms Forum > Mage Realms Suggestions
ADd
Ive been playin MR for a few rounds now, met few clerics. Clerics are as lame as humans.
We need a new Benefit to be added, so people actually use this peronality.
What ifff..... no that too odd...... what ifff....... that wont work....hrmmm

I GOT IT! If You pick Cleric as personality, and pick either light, dark, or nature magic,
you get -.1 spell prep times and spell costs.
Belgian Lands
QUOTE(ADd @ Oct 7 2006, 10:40 AM) *
Ive been playin MR for a few rounds now, met few clerics. Clerics are as lame as humans.
We need a new Benefit to be added, so people actually use this peronality.
What ifff..... no that too odd...... what ifff....... that wont work....hrmmm

I GOT IT! If You pick Cleric as personality, and pick either light, dark, or nature magic,
you get -.1 spell prep times and spell costs.


Cleric 0 -0.01 0.05 0 1 0 1 0 1 1 1 1

What you're suggestion is not a good idea to me, cause it totally trashes the use of archmage if it has any. The only way to make cleric worth using is if they make the determining bonus of cleric more effective

change it to:
Cleric 0 -0.03 0.05 0 1 0 1 0 1 1 1 1

Or for the illiterate, this means that the casualty drop from clerics of 1% is boosted to 3%, making the cleric casualties kinda to the likings of the undead/CHT realms.
Sutro
I agree that its core definer needs to be improved, but I'd suggest this layout instead:

0 -0.05 0.05 0 1 0 1 0 1.25 1.1 1 1

In this instance, you've got a personality that gives a better bribe resist which is a unique characteristic, a small research bonus and a considerable improvement for its core definer, a 5 percent casualty. I'd also improve max gold research to 30 to further compensate for its crappy 20 percent spy research.

To me this gives the cleric a good, well rounded balance that provides bonuses in several areas but is master of none, which seemed to be the intent they were going for anyhow.

While I'm at it, I'd also say Archmage needs a 10 percent mili sci and master thief needs 15. Either that, or MT needs to regen 1.5 spy turns per round and drop off the max bonus to 2. (get rid of the nasty spy ops alpha strike and replace it with more frequent ops). I think it'd also be neat if the Archmage could research shield sci to 110 or perhaps even 125 to compensate on a defensive basis for its ridiculously low mili sci.

Not sure what's going on with the peasant, but boost its pop sci to 30, agri sci to 40 and give him a 15 percent bonus to peasant growth (man of the people leadership, so to speak.) This ensconces the peasant as an archetype for land managers who want to make the most out of their land and is capable of quick income and quick growth, but not a whole lot else.

Other tweaks I'd like to see:
* Barb pop sci to 20.
* War Hero mili sci to 35, .95 unit cost.
* Scholar reduced to 1.25 research.
* War Gen's mana research reduced to 30, spell cost to 1.2

QUOTE(Belgian Lands @ Oct 12 2006, 07:01 PM) *
Cleric 0 -0.01 0.05 0 1 0 1 0 1 1 1 1

What you're suggestion is not a good idea to me, cause it totally trashes the use of archmage if it has any. The only way to make cleric worth using is if they make the determining bonus of cleric more effective

change it to:
Cleric 0 -0.03 0.05 0 1 0 1 0 1 1 1 1

Or for the illiterate, this means that the casualty drop from clerics of 1% is boosted to 3%, making the cleric casualties kinda to the likings of the undead/CHT realms.
Belgian Lands
QUOTE(Sutro @ Oct 16 2006, 08:37 PM) *
I agree that its core definer needs to be improved, but I'd suggest this layout instead:

0 -0.05 0.05 0 1 0 1 0 1.25 1.1 1 1

In this instance, you've got a personality that gives a better bribe resist which is a unique characteristic, a small research bonus and a considerable improvement for its core definer, a 5 percent casualty. I'd also improve max gold research to 30 to further compensate for its crappy 20 percent spy research.

To me this gives the cleric a good, well rounded balance that provides bonuses in several areas but is master of none, which seemed to be the intent they were going for anyhow.

While I'm at it, I'd also say Archmage needs a 10 percent mili sci and master thief needs 15. Either that, or MT needs to regen 1.5 spy turns per round and drop off the max bonus to 2. (get rid of the nasty spy ops alpha strike and replace it with more frequent ops). I think it'd also be neat if the Archmage could research shield sci to 110 or perhaps even 125 to compensate on a defensive basis for its ridiculously low mili sci.

Not sure what's going on with the peasant, but boost its pop sci to 30, agri sci to 40 and give him a 15 percent bonus to peasant growth (man of the people leadership, so to speak.) This ensconces the peasant as an archetype for land managers who want to make the most out of their land and is capable of quick income and quick growth, but not a whole lot else.

Other tweaks I'd like to see:
* Barb pop sci to 20.
* War Hero mili sci to 35, .95 unit cost.
* Scholar reduced to 1.25 research.
* War Gen's mana research reduced to 30, spell cost to 1.2


sorry, but no way in hell you're gonna get -5% casualties for a personality cause the casualties in combat plainly ARE 5-5.5%. You'd have nearly no casualties in combat, so no way, personas shouldn't be that effective. Your funeral though if you'd make it so that bribes go through harder from clerics.

And yes, archmage and master thief should deserve 15% military BOTH. And for master thief instead of making it so they get turns back faster i'd rather see them get a bribe resist bonus like war heroes get. Archmages should just get a bigger discount on their spells, but no further decrease in their spell timers.

Barbarians as they are now are fine, no need to alter, same goes for war general and scholar.
Sutro
QUOTE(Belgian Lands @ Oct 17 2006, 11:00 AM) *
sorry, but no way in hell you're gonna get -5% casualties for a personality cause the casualties in combat plainly ARE 5-5.5%. You'd have nearly no casualties in combat, so no way, personas shouldn't be that effective. Your funeral though if you'd make it so that bribes go through harder from clerics.

And yes, archmage and master thief should deserve 15% military BOTH. And for master thief instead of making it so they get turns back faster i'd rather see them get a bribe resist bonus like war heroes get. Archmages should just get a bigger discount on their spells, but no further decrease in their spell timers.

Barbarians as they are now are fine, no need to alter, same goes for war general and scholar.


Ohhhh, nm, I thought the casualty thing was based off of percentage of CASUALTIES, not percentage sustained. In that case, yeah, 2 percent is great.
Seaford
I don't have a problem with Cleric i go cleric and undead and i think it's a great compo. Check out this
Total Units Lost 2,400 <<<< so far this round and we have been in 2 1/2 wars lol. I think it's very good. Like most races and Personality u just have to find the right compos. I would not go cleric if i was going to go any other race unless i knew i was going to get the cleric tower wonder then it would be even better.
Belgian Lands
cleric isn't the right combo with undead, cause the undead casualty rate is ALREADY low.
Seaford
Thats the idaer so when u hit or get hit u even lose less troops and not harming ur glory to much.
The Dark Lord
The best Undead combo i've worked with is Undead/Barbarian, and the OTF or Clerics Healing Tower.
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