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Re: Conceptual Balance Mod 1.6
In order to compensate for the loss of blood stones, would it be appropriate to lower the cost of Mechanical Men, perhaps to 10 gems per cast? It's always been sorta balanced around having well-nigh infinite earth gems, which frankly is no longer true.
I've also been thinking about Ulm, and I wanted to throw out an idea for your consideration. Maybe up just Guardians' MR? They're already the elite anti-blessed troops...and their commander is MR 10(unlike the other non-caster Ulm commanders, Spy notwithstanding). If nothing else, a change just to MR 10 or 11 will make their squad less likely to be targeted. |
Re: Conceptual Balance Mod 1.6
Agree with guardians mr buff.
I like the sound of boosting mechanical men and clockwork horrors, but I think they have their place still currently. |
Re: Conceptual Balance Mod 1.6
QM: Can you do somthing about ghost wolves? Costs ridiculous fatigue for the effect.... and is ai cast far too often.
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Re: Conceptual Balance Mod 1.6
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And considering spamming them is a really good anti-thug measure, it probably is appropriately fatigue-costed. |
Re: Conceptual Balance Mod 1.6
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Of course if buff spells can't be copied, then this post can just be ignored :) |
Re: Conceptual Balance Mod 1.6
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Re: Conceptual Balance Mod 1.6
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Not that it's a bad idea, it would just have unseen consequenses. Writing a new spell for each buff with range would make CBM eat many precious golden spell slots, limiting the amount that other mods can add. Since CBM is basically the new vanilla, all mods basically have to be compactible with it, so there really isn't any workaround. Please, don't take my precious spell-slots! I need them! |
Re: Conceptual Balance Mod 1.6
I agree with burnsaber, we need those slots for other mods. I also don´t like the idea of having multiple spells doing almost the same thing, it would disturb my sense of immersion.
I think the idea of reduced range is worth testing though, but don´t put in CBM until tested in a separate mod. |
Re: Conceptual Balance Mod 1.6
What about giving "defensive" buffs, and the ones that really need to go on specific things have low range, but "offensive" buffs keep the range they have?
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Re: Conceptual Balance Mod 1.6
I never meant for all buff spells to have short range. This is something that will have to be decided on a spell by spell basis. It should be done only in cases where such reduction in range increases the spell's performance and outweighs the negative effect of a shorter range.
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