View Full Version: What Would You Change In Our Magic Lore?

Tomb Kings of Khemri Forum > Tomb Kings Development > What Would You Change In Our Magic Lore?


Title: What Would You Change In Our Magic Lore?
Description: What you like/dislike or would change


Karnack - January 10, 2012 12:50 AM (GMT)
Well guys I got to thinking about our lore and the thing I miss most about the old one which is our healing spell we used to have. I think the idea of rolling it into the passive was a good idea but the limit to one wound back for the statues just limit it so much since they tend to aggro alot of attention in battles. If the lore itself had the old healing spell then by all means the passive works for the constructs. If I had the choice I would probably get ride of ethier Vengence or Skull storm, probably Skull storm since if wanted a priest to do some damage there's light or death to choose from.

Just wondering how you guy's would feel about this sort of change and if it would help at all?

tatz_101 - January 10, 2012 03:16 AM (GMT)
I think the lore is fine the way it is, if you put a healing spell in that could heal multiple wounds back to constructs then things would get more than a little crazy.

"Oh hai, here's my T8 5W sphinx with 6+ regen, oh you better kill him in one turn otherwise he's going right back to full wounds" seem's a lil bit ridiculous to me.

Although i do agree with you that the 6th spell is more than a little lackluster, I'd really have to put my HLP on the front lines to use it effectively and with only str 4 hits, it doesn't do enough dmg to be worth the risk of losing him

sandstalker - February 17, 2012 02:37 AM (GMT)
I think the only thing I would change would be the casting costs associated with each spell. None of our spells are game changers like Gateway, Dreaded 13, etc, so having a boosted dessication cost 22 is way overboard considering you still have to walk (since we can't run/march) up to your opponent and kill them the hard way.

athoha - February 17, 2012 09:06 AM (GMT)
QUOTE (tatz_101 @ Jan 10 2012, 03:16 AM)
"Oh hai, here's my T8 5W sphinx with 6+ regen, oh you better kill him in one turn otherwise he's going right back to full wounds" seem's a lil bit ridiculous to me.

i totally agree with you there but i think the ruls would change a little for the monstrus cav/inf/beasts cause they're much easier to wound and with only healing 1 wound back per phase they are terribly easy to kill assuming you count enough healing bonuses for our other troops




* Hosted for free by InvisionFree