Posted September 22, 2017
I an not saying that MM8 is a bad game, but you can have high level characters at start of the game, even a Dragon, and in end game, you can take even high level dragons in few turns. For example, if you have 2 dragons with high level, you can do 400 damage per turn with base attack, if you have 2 high level lich's in your party casting Dragon Breath, with lv 20 Dark Magic, you can do more (25*20 = 500) * 2 = 1000 pts of damage. 1000 + 400 = 1400. You can kill a high level dragon in one round. I know that the chances of do "max damage" 4 times are not high, but take a dragon in 2/3 turns isn't rare for end game...
Also, the "souldrinker" works best for healing than my cleric grand master spells. A lot of dark magic spells in MM6 costs a lot of SP like Armageddon( 150 in MM6 VS 55 MM8), the damage heal spell in MM6(Moon Ray) costs 90 pts of SP, works only outside at night and damage/heal only d4 HP. Souldrinkerin MM8 costs 60 SP and do 25 + d8 HP damage/heal and can be used indoors.
In MM6 i see a good balance between "magic", dark magic is more powerful but costs a lot of SP. In MM8, elemental magic is only useful as supporting magic(fly, invisibility, etc), a master in elemental magic in MM6 can trow Static Charge, Cold Beam, Flame Arrow and magic arrow without any SP cost.
Also, the "souldrinker" works best for healing than my cleric grand master spells. A lot of dark magic spells in MM6 costs a lot of SP like Armageddon( 150 in MM6 VS 55 MM8), the damage heal spell in MM6(Moon Ray) costs 90 pts of SP, works only outside at night and damage/heal only d4 HP. Souldrinkerin MM8 costs 60 SP and do 25 + d8 HP damage/heal and can be used indoors.
In MM6 i see a good balance between "magic", dark magic is more powerful but costs a lot of SP. In MM8, elemental magic is only useful as supporting magic(fly, invisibility, etc), a master in elemental magic in MM6 can trow Static Charge, Cold Beam, Flame Arrow and magic arrow without any SP cost.