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Re: Conceptual Balance Mod 0.9
haha no one likes the remote search nerf =).
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Re: Conceptual Balance Mod 0.9
Why would anyone like it? Remote searching is the only thing that removes the horrid micromanagement of searching for magic sites.
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Re: Conceptual Balance Mod 0.9
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I hope everyone keeps in mind, as I said in the first post, these are not final changes, they are things to try. Some changes you may find imbalancing, so try them out, and then convince me. Even better, suggest other ways to acomplish the same goal. |
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Re: Conceptual Balance Mod 0.9
As for Red Dragon, I can sum it up with two words: Solar Disc.
As for Blade Wind costing gems, Graeme summed up well. What makes you think that having it cost earth gems you must earn and micromanage is less drastic than making it less powerful? Research nerfs are worse because it eliminates a spell that required a 4+ Air mage to be used more than once, max twice per battle until a high level of research. EDIT: I also pretty much echo Graeme. Why not just start with porting CB for Dom 2? |
Re: Conceptual Balance Mod 0.9
Well, there's many good things, I mean things that many/most players wanted to change because over/under powered/priced , be it Hellheim nerfing or most pretender changes. Still Titaness' 25 RP bonus is so high I thought it was a typo ! http://forum.shrapnelgames.com/images/smilies/wink.gif .
Yet there are *many other* things that aren't "balanced", but just changed because the author wanted to change it : the remote searches at level 3 research/ path 3 totally changes the way searches could be done, but don't change the game balance at all ! Some other changes - BW nerfing and many Evo nerfs also are hard to justify as "balance changes", I didn't ever see anyone claiming BW was unbalanced... Now for example Ulm that always was weak now looks utterly crap, with smiths unable to cast Gnome Lore without E.Boots, requiring a gem for Earthpower, and paying gems for BW !! So they won't even have an earth gem pile to cast their FotA later in the game, poor ones... Eventually I don't think I'll use this mod, but I still think that what we need is a simple mod rebalancing the most blatant balance issues, agreed on by at least a good part of the community, without taking this as an opportunity to make the game fit the mod author's wishes as how it should play. QM, don't take this too harshly or as an attack on you, I recognize the effort, it's just that this mod doesn't fit my vision of a "balance mod". |
Re: Conceptual Balance Mod 0.9
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Re: Conceptual Balance Mod 0.9
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Vine arrow appears to be massively bugged. It has a gigantic AOE, yet it doesn't seem to be that effetive against singular enemies... o____o
I can even provide a savegame to show this. EDIT: Okay, I'm not sure if this anymore related to just Vine Arrow, but something is most definedly wrong in this game with Machaka...I, uh, I think I need to show it. |
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I have of course read the conceptual balance discussion thread. |
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