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Re: Couple quick things...
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Re: Infantry Balance Mod
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Re: Infantry Balance Mod
One change I cannot understand is upping the cost of serpent priests to 200. The theme is already regarded almost universally as weaker than base, why make it worse?
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Re: Infantry Balance Mod
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But that's all beside the point. The reason is just that I re-priced Serpent Priests at 200 when I went on a holy-priest-mage price-boosting spree, since that approximately reflects their value outside of the context of their theme's weakness. Compare to a 140g Druid at 2H, 2N. 60g for +1W, +1? seems quite reasonable... or, starting with an 80g High Priest, 120g for +2N +1W +1? seems like a great deal, considering that it's all sacred... or starting with a Witch Hunter (already a great bargain) at 150g, and adding +1H and +1? for 50g (and changing the magic paths) also seems like a great deal. However, there's also the fact that low-level Water and Nature magic are almost entirely worthless in most cases, which neither I nor Illwinter had really considered when pricing mages. I still think 200g is a fair price for the unit, when obseved in a vacuum. But as you point out, the theme is pretty weak (especially considering that it takes Pythium from the (arguably) strongest magic nation to the (possibly) weakest). Do you think that giving Serpent Priests (another random *or* a linked random *or* 3N *or* 4H *or* 2W), and raising the price to 220~230, would make SC Pythium competitive? What about giving Acolytes a sorcery random, or replacing their 1N with a sorcery random (so they become like sacred holy Vaetti Hags)? As it stands, their mages can do little except pray for their sacred hydras... |
Re: Infantry Balance Mod
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Re: Infantry Balance Mod
SC: I think what you have done with Abysia's Salamanders is cool. The idea is right: make them useful. But the tripple buff of attack, length, and reduced cost seems a little much. They are *awesome* in combat.
They could use a little nerf. I like the attack and length mod. Perhaps an increase back to the old price or heck, even more than the old price. |
Re: Infantry Balance Mod
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Re: Infantry Balance Mod
I don't think I would call them a supreme unit. And the trick with them is to arrange it so they do not get hit. But my quote to soapy was when fighting HC "Run *****es! RUN! BUUUURN!" Which is exactly what happens the 2nd round after contact with the enemy.
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Re: Infantry Balance Mod
Please don't take my word for it, I could be smoking crack. Whip up a game with indeps at 9 and let it rip! I was using rich world settings and that does seem to make the problem considerably worse since you can recruit more of them more quickly.
Oh and I have a question wrt. the Jotun Herse. Why did you reduce it's cost? Did you think it was overcosted at 60 gold? They are fine units. Compare them to woodsmen ( both are sacred ). Similar units except that the Herse is wearing actual armor. |
Re: Infantry Balance Mod
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Their stats are way lower than Woodsmen and they lack the useful abilities of Forest Survival and Stealth. In other words... anything that Herses can do, indy leaders or Woodsmen can usually do better. Jotun Scout @ 50g HP 32 STR 22 ATT 12 DEF 12 PREC 11 Jotun Herse @ 50g HP 33 STR 21 ATT 11 DEF 10 PREC 10 Note that the Jotun Scout should 33-34 HP; the 32 is a mistake (as non-leader Woodsmen already have 33). |
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