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Re: Conceptual Balance Mod 1.41
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About leprosy and black death- while they are superb at screwing somebody over they are less useful for the ultimate goal of winning. Strategies evolving around them take simply too long to come to fruition, and in black death's case ruins your spoils as well. As far as destroying armies leprosy is many times less scary than other options the late game can lob at them (any battlefield damage spell, flames from the sky). And for the purposes of any reasonable length conflict, the effect can be 90% offset simply by castings of astral healing... of course once the war is over having lots of diseased things is a mm nightmare. Given that, it will probably be 8 gems next version. Quote:
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Re: Conceptual Balance Mod 1.41
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Maybe the auto-summon should be dominion-strength-dependent like with the ghost king ? I find a batch-summon-allies Lord of War scary because i would strip him of magic and use him as a mobile troop-factory. But maybe that is exact what he need to become more popular. |
Re: Conceptual Balance Mod 1.41
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1. Invade PD provinces. (cyclops, wyrm, PoD) 2. Site Search (Rainbow mages / mages with high levels in off paths) 3. Research (primarily rainbow mages) 4. Forge (Any god can do this) Summoing allies is almost always strictly worse than any of the above 4. Basically the last thing you would ever want your pretender to do is sit around summoning chaff, or even regularish units. To balance something like this, your pretender would have to spit out 20+ units a turn. Probably more, actually. 25 infantry, 5 calvary, and 10 archers could be good. The idea is that you would literally want him to summon a small raiding force each time he is used. Jazzepi |
Re: Conceptual Balance Mod 1.41
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I think it's fine as you have it now. It's difficult to research, and expensive castings of gift of health are more in vogue these days then extra money. Jazzepi |
Re: Conceptual Balance Mod 1.41
QM:
I think that both Leprosy and Black Death would be viable at 8-10D gems per casting. Black Death is level4? Huh, I thought it's level 7[which it definetely should be, well, at least 6]. And QM knows why the cost of Black Death can be not so big :) There are wars you don't win. Or those where you don't care for spoils. Black Death is a nasty spell, but not really great against bigger enemies, as their income is really distributed. And could you maybe add a small item pack? Water and fire could really use more items. Especially water. Use of W gems is really boring :) |
Re: Conceptual Balance Mod 1.41
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Re: Conceptual Balance Mod 1.41
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Of course, as I was saying, once research is done, the whole situation changes. Suddenly you are rolling in more mage time than you know what to do with. So I certainly see the problem with the spells, I just do not see it being any kind of issue in the early/middle game (which is where they should be being cast). The real issue is that mage time goes almost instantaneously from being indispensable to almost worthless, it's very hard to make the spells account for both stages. |
Re: Conceptual Balance Mod 1.41
In small to medium maps, one third of your income can be derived soley from the capital. Hence *two* castings of Black death are sufficient to drop income 20%.
Way more than an adequate return for mage time. |
Re: Conceptual Balance Mod 1.41
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Re: Conceptual Balance Mod 1.41
Typically, you get two castings in before someone realizes... damn I should have put a dome up.
I think the spell is great - however in terms of power I think it should be d6-7 instead of d5 |
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