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Re: Conceptual Balance Mod 1.6
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Re: Conceptual Balance Mod 1.6
Actually most of the Hinnom/Ashdod rebalances make sense on an individual unit/spell level, not just on the nation balance plane.
Dawn Guard (or Dawg Guard as I like to call them) for example, were eclipsing everything else, while having too strong a starting army messed with the utility of awake pretenders and bless expansion. |
Re: Conceptual Balance Mod 1.6
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The glamour horsemen are good candidates. If your nation has W2 mages, you should buff with Quickness, |
Re: Conceptual Balance Mod 1.6
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Edit: Ninja'd by VFB, whose post was just better. |
Re: Conceptual Balance Mod 1.6
You also don't necessarily need to survive a hit - you can try and make sure you hit first via flight, quickness, high AP thug etc. With high strength and a hero blade, you shouldn't need to hit more than once.
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Re: Conceptual Balance Mod 1.6
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More generally, not every nation is or should be tempted by sacreds and/or awake pretenders, and its ridiculous to think its even possible to achieve such a state. Further, that QM chose to make certain options more expensive rather than make the alternatives cheaper is indicative of what he thought of the nation vs. nation balance created by those choices. |
Re: Conceptual Balance Mod 1.6
I don't follow your logic. If one choice in a recruitable lineup is flat out superior to the others, qm has on numerous occasions hiked the price on the standout, or reduced its overall upside. See jomonese longbows. Unless you think he was trying to balance the awesome power of Jomon?
Obviously changes to Hinnom, Vanheim and Mictlan considered nation balance. But they were also about making the nation more varied within itself, in terms of strategic choices. If you have a sick, sick starting army compared with every other nation, it messes with nation balance, it's aesthetically weird and it also limits competitive strat choices. Re: Giant nations and awake pretenders - There's also nothing inherent in giant nations that would make an awake pretender ridiculous. The reason it might be a bad choice is incidental to the characteristics of giants (recruitable thug commanders, high hp units, high str units, large size). It comes down to other attributes like having great expansion units, having units which thrive on a huge bless or not needing a rainbow to sitesearch early. Taking an awake pretender with Fomoria or Gath seems like a legit choice to me. |
Re: Conceptual Balance Mod 1.6
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So if that example is supposed to support your point, it failed pretty badly. |
Re: Conceptual Balance Mod 1.6
Before the nerf they were considered the only good thing about Jomon. I don't really agree, but that's why they were nerfed. This was also quite a ways back when Jomon was even weaker.
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Re: Conceptual Balance Mod 1.6
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I'd rather nerf adonim into a (level 0?) summon with a cost such that they can't get out before a few turns than hope that hero's blades will make a difference against them. |
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