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Re: Magic Items under CBM
Nerfing the brands is going to suck for raiding nations, like Eriu. But Eriu is OP anyway, right?
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Re: Magic Items under CBM
If you dropped the weapon damage, but left the AE damage the same it wouldn't make much difference against chaff/PD, but would weaken it against thugs/elites. That shouldn't hurt the raiders too much.
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Re: Magic Items under CBM
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Re: Magic Items under CBM
That seems more like an argument to boost 2H weapons as cheap anti thug equipment.
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Re: Magic Items under CBM
I like what is being said here. Make the brands do less base damage, and keep them tailored for chaff destroying. Make two handed weapons better against thugs.
This will add more depth as you try to guess what your opponent will be equipping their thugs with. It will become more important to have different types of thugs around, and use different thugs for different tasks. |
Re: Magic Items under CBM
I want to add, that I love what has been done to the midget masher in CBM. It has definate uses and weaknesses. This makes it an interesting weapon. We need to find ways to make some of the other rarely used weapons just as fun.
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Re: Magic Items under CBM
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We got a very nice base of thematically interesting melee items atm,but most are only of minor use or just plain useless. I really think,that maybe changing half a dozen 2h weapons and 2-3 1h weapons would be enough already,to make for a much more interesting and fun game,all while being more balanced,too. Later you could maybe even add 1 or 2 new items. Thats not much work to do! |
Re: Magic Items under CBM
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It's also better than gold shield, since it doesn't have problems with bersekers and undead. And charcoal and lucky coin are rarely used - you need units that can survive being swarmed to use them. Vine shield is the goto shield. |
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