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buff Kiku

PostPosted: Thursday, 22nd February 2018, 18:20
by bhauth
Once upon a time, Zombies lasted forever. Now that they don't, using Corpse Delivery + Animate Dead is often worse than just using Summoning spells, despite being a key god ability that uses piety.

Kiku used to give Control Undead, but that spell was removed and Kiku didn't get a replacement gift.

Because of those changes, I think Kiku now needs a buff. My suggestions are:
1) Always give Bolt of Draining in the 1st book gift.
2) Always give Vile Clutch in the 2nd book gift.

Re: buff Kiku

PostPosted: Thursday, 22nd February 2018, 20:11
by Plantissue
Nothing that you wrote is specifically untrue, but you don't lay out why Kiku should be buffed. In my opinion kiku doesn't need a buff specifically.

Re: buff Kiku

PostPosted: Thursday, 22nd February 2018, 20:32
by crawlnoob
Allies are OP in general and undead were especially so, hence the nerf to their duration. You can boost those undead by pumping necromancy, which is FAR SUPERIOR to putting xp into summoning, so ...not really seeing the problem?

Re: buff Kiku

PostPosted: Thursday, 22nd February 2018, 22:43
by Patashu
Kiku will continue to be amazing until Kiku stops being a source of allies on demand. It doesn't particularly matter what the duration of the allies is, as long as they last for the current fight.

Re: buff Kiku

PostPosted: Thursday, 22nd February 2018, 23:14
by Airwolf
Corpse Delivery + Animate Dead is still one of the top few panic buttons, behind Sanctuary, Step from Tome, and probably Banish Self. The latter 3 all cost a ton of piety and require decent Invocations investment. The former takes 2–3 turns to use to disengage and takes some Necromancy investment.

Corpse Delivery + Animate Dead or Simulacrum are great before a big fight, too. Plus undead durations are a lot longer than most summons, so you can use your army for a few fights.

My only complaint is that Animate Dead is not guaranteed in Kiku's spellbooks.

Re: buff Kiku

PostPosted: Friday, 23rd February 2018, 02:09
by njvack
Airwolf wrote:Step from Tome

I endorse this as a new Sif power

Also kiku is already buff as hell

Re: buff Kiku

PostPosted: Friday, 23rd February 2018, 07:07
by Airwolf
njvack wrote:
Airwolf wrote:Step from Tome

I endorse this as a new Sif power

Also kiku is already buff as hell


Whoops.

Re: buff Kiku

PostPosted: Saturday, 24th February 2018, 19:40
by Alphaeus
My only comment here would be that I think Kiku's spellbooks should be designed to have minimal overlap with the Necromancer starting book. That's one thing that's always irritated me -- if start as a necromancer to take advantage of Kiku, the most sensible combination, I end up partially wasting a god gift...on a god that only gives 3 gifts.

Re: buff Kiku

PostPosted: Tuesday, 27th February 2018, 11:38
by ololoev
Alphaeus wrote:My only comment here would be that I think Kiku's spellbooks should be designed to have minimal overlap with the Necromancer starting book.

It just should look at the spells in your library. Because some can take Kiku while playing wizard or fighter and shouldn't waste a possibility of getting animate dead/regen/vamp draining.

Re: buff Kiku

PostPosted: Tuesday, 27th February 2018, 19:56
by Siegurt
Alphaeus wrote:My only comment here would be that I think Kiku's spellbooks should be designed to have minimal overlap with the Necromancer starting book. That's one thing that's always irritated me -- if start as a necromancer to take advantage of Kiku, the most sensible combination, I end up partially wasting a god gift...on a god that only gives 3 gifts.

I would actually say that taking Kiku as a necromancer is actually the *least* sensible combination, adding necromancy to virtually any other starting kit is a much larger boost than adding it to a kit that already has it, (Excluding all the Zealot starts of course)