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And there are so many limitations on top of this. The fact that their thugs are what 250-350 gold. So there is monetary constraint. Looking over their starting gem income there is also gem constraint. There is no guarantee that you'll get the optimal gems you need. Also consider they're aiming at what a min 3 item forge? To get to their 'optimal' thug producing point they need 3 hammers to kit out a thug/turn. That's an investment of 37 E gems. And of course since we're talking about an item that makes forging economical so continually input E gems into the equation as they're making more and more hammers. I feel as though while making this explanation I coulda made thugs taken my glamour troops and rushed someone by now secured more gems kitted more thugs made more glamoured troops and hit the next. I could be wrong, but I think the pace of games may just slow down a hair without hammers, so it'll all be compensated through time. And regardless if QM feels that they're suxor and chooses to buff it is what it is. Although I think if anything the thuggy mages should be reduced in price and/or given better gear and left at the same price. As I said previously if a strat for a nation is broken due to the removal of hammers then the nation itself is the problem not hammers. |
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The issue I have with the path CBM is taking is that a mod that is a commonly accepted standard is starting to go down a path of removing things from the game that a subset of the community wants. Even if we are looking at a 50/50 split between removing something and keeping it, you are far better served leaving it in. |
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What an interesting thread.
I'm going to create a mod for my Dominions group's next game that addresses some balance problems. Most significantly forging cost reducing items will be removed. The Forge of the Ancients will lose the discount effect and quite likely be moved to a lvl 9 construction. Price halved to 40 earth gems. Gem generating items will be modified for other purpose or removed. *** The reason for the above is that the gem economy is at least as important as the gold economy and control of resources. The forging cost reductions and especially the damnable Forge of the Ancients really messes up that part of the game. I want the cost of a Staff of Elemental Mastery to be the full 50 gems. *** The other thing that will be fixed is werewolves. The general setting material in Dominions (since the original) has skin shifters dropping their weapons and using claws and fangs in close combat. For some odd reason though, a commander werewolf has access to all equipment slots. That is just a minor problem, but the case of the Jotun Giant Werewolf is an atrocity. The Skratti that can turn into a werewolf is an utterly unbalanced commander. The wolf form has way too many perks and immunities, and for some insane reason it's stronger than a male titan or Dragon. >.< Our current game has slightly turned into a farce because of these recruitable fromt the start SC monsters who can cast quicken self from early on, and get luck and etherealness cast on them by the cheap recruit anywhere hags. Here's an early game example: http://users.utu.fi/mikrin/Dominions/wolfman.JPG |
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Most of what you suggest can't be done.
I don't believe you can remove the Forge's discount. I know you can't actually change the gem-generating properties of items. You can remove them, make them unique, or change the paths/cost. And the Skratti are nice, but vulnerable due to low mr. Even with 2 items that one only has 21, he'll die to a few mages spamming Soul Slay. |
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Dropping hand slots on werewolves is an interesting idea, though it is unfortunate it would nerf non-giant werewolves which are already a bit borderline for thugging. |
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Well, funny solution to OP werewolves is to have Wolf as 2nd form, not 3rd :)
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I will say one thing for certain about this poll- it has caused me to reconsider the removal of powerful bonus sites. While people seem to regard being unique and being removed as interchangeable for items, I personally find the fact that they are still in the game a significant plus, and likely would not have considered an outright removal of them. The reasoning with sites is that their removal is not really removing on option, but it is admittedly removing content. I think sites do have the potential to 'ruin' games, but probably not consistently, so if the general opinion is they should stay, that seems fair enough.
Hammers are a very different matter, and not just because making them unique is not strictly removing content. Almost all complaints I have heard about the change seems as though they can be fixed with a bit of national balance and/or a slight increase in site frequency in games (this while maintaining the benefits in terms of reduced micromanagement, and the bizarre skewed pretender design hammers caused). There may also be repercussions for specific items in terms of worthwhileness of pricing, but this swings both ways- the available prices for things are no more or less finely grained than before, some items can be priced more appropriately while others must be priced less appropriately. It has been said the most recent CB actually goes in the direction of reducing possible strategic options, but this seems a difficult interpretation to take. Whatever there is not to like about the hammer change, it is hard to argue that not requiring 3-4 e on a non-e nation's pretender doesn't present more options, or that not needing to beeline right for SDRs with a blood strategy doesn't open up new possibilities. It's the fact that these so called 'options' were indispensable that causes the difficulties, and while it's possible that changing them can cascade into making other options less attractive, these are all presumably independently addressable problems. |
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As best I can recall, CBM 1.6 and 1.7 have generated the most discussion of all the D3 CBM releases (can't speak for the D2 CBM releases). But when 1.6 removed gem gens many games already banned them. So while there was some opposition to the change, it was following an already strong trend. 1.7 is different in that it seems most people weren't expecting these changes or requesting them. This doesn't mean they're bad - but it does seem like a significant change from the previous, more conservative, approach.
The other change I've noticed (partly as a consequence of 1.7) is you seem to be taking on balance between nations, not just within them. And I think this has been something there has been more of an interest in CBM tackling. There's always going to be a most powerful nation/path/etc. I'm ok with the current top tier remaining there - I'd just like to see less of a gap between them and the rest of the pack. It also occured to me in following this discussion that it must be gratifying that people care enough about the mod to provide this feedback - certainly better than early on when CBM was greeted with rejection/indifference. Anyway, there have been some very good points on both sides of this discussion. For me, 1.7 feels like part of the picture. The changes did have balance implications. As is, I'd be inclined to stick with 1.6 or, more likely, change the parts I didn't like and use a modified version of 1.7. But 1.8, by addressing some of the issues that arise from these changes seems like it may present a more full picture. Though if you keep the nerf to brands in 1.8 I'll change that when I admin a game, self serving though it may be. ;) Quote:
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