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@SpiralRazor It always works.
Thanks for doing these, by the way - the changes to Lore of the Little Waagh made my last Skarsnik run really interesting!
I think the stars also reflect the number of votes.
I dont get it, the spell lore is alreadz weak. Why thumbs down???
I immediately fell in love with Alith Anar and his playstyle, ambush, stealth, hit-n-run tactics, as well as some wood elves, also. Even then, I always found that while the Eshin faction offered that style of play, the magic was required to mostly to put the faction close to a level equal to that of Alith and wood elves, Close, I say, because it always fell flat when it mattered.
I really can't thank you enough for making this. I got so tired of the Plague Seers + Warlock + weapon's team builds, just to brute force my way to winning and, while 'win' I did, it gets old fast, because literally 90% other factions play that way. Not many go full stealth and can be successful, late end game.
Thanks again, so much. You're the Eshin god this series needed since The Shadow and The Blade first launched
I took away damage from both vortexes and added a difference in debuffs to veil of shadows.
Not overcast now does half but costs less.
I would like to know if you use the single mods rather than the collection?
However the debuffs from it are nice though
I've been having an awesome campaign with this mod. The buffed Eshin magic has been great for sieges and it feels like a unique faction mechanic now.
Weak in general in every difficulty to be honest...
Their biggest problem is that they are weaker than plague priest and use the same cap as them. When you have plague magic which deals a lot of damage, buff and debuff, have summons and is usefull in every single composition from monster based to weapon team.
Why would you need eshin magic which deals not that much damage, buff and debuff are not that strong and usefull in every composition and they can't summon???
That's their biggest weakness.
thanks for adjusting it back to it's original value