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Re: Conceptual Balance (Discussion)
I will say that Abyssia's reduced effects from Death Scales are all bad. They are old and need to find little girls for their powers, so Growth scales are good, but they don't get extra supplies from it.
On the flip side, while they avoid starving from Death scales, they still still suffer the worst effects (increased age effects and reduced blood hunting). That means that they get hosed coming and going. Abyssia would be happy if their death scale "resistance" was taken away. -Frank |
Re: Conceptual Balance (Discussion)
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Re: Conceptual Balance (Discussion)
That sounds like a plan. Especially Warlock Apperentices and Anathemant Salamanders need to have their age dropped. It's ridiculous that every single one of their mages starts as old. Demonbreds, Anointeds of Rhuax and the latter-day humanbred mages excluded.
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Re: Conceptual Balance (Discussion)
Hmm, whats the problem of being old? I tried a test game with abysia. During 2 years noone have died. If they drop old the mages would be more expensive (like the mictlan non-old good mage). Both late Era.
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Re: Conceptual Balance (Discussion)
In my test games with Abysia, using growth 1 or 0, the mages swiftly racked up afflictions and died.
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Re: Conceptual Balance (Discussion)
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The problem is the same for bad random events (in fact the "very bad random events in early game" problem is worse... plague in turn 2 with luck !? http://forum.shrapnelgames.com/images/smilies/wink.gif ). |
Re: Conceptual Balance (Discussion)
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Hmm, actually, this all might be why I'm so bad with Abysia - I like Growth scales, or at least I dislike Death. (The other thing being that I tried it, EA, before I got your patchlike-mod) |
Re: Conceptual Balance (Discussion)
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Re: Conceptual Balance (Discussion)
Disclaimer: I've never played Abysia.
For the record, I like old age. The only additional micromangement old age incurs seems to be that you need to send additional mages along for trips to avoid having the odd army without mage support all of a sudden. Playing Arco, yes, I loose a fair amounts of the old 'ones (crones?), but hey, gold is plentiful, so I just recruit some more. It just means that we won't have those insane stacks of researches hanging around, which I think is a good thing. Also, it makes the younger, less powerful mages more interesting than they were in dom2, where I virtually never hired anything but crones. As the battlemages... the number of mages should increase along with the number of troops, so no change there. As the number of gems has decreased, the relative costs of battlefield (gemrequiring) spells has increased a bit, so that's alright. It is true that the troop buffs are more powerful now, but then, you can only have so many mages buffs troops. One thing I would like nerfed a bit is independent archers. They are often better than the nationals, which I find a bit of a shame. I also looooovvvvveee the new horror mark... makes it possible to bring down any SC if you are willing to sac the mages for it. Perfect! Also, definitely move the summons around a bit so that the poor value summons are lowered to in path/research requirements and the good one the other way around, so that more summons are useful. I don't have much experience here, though. The only summon I have had any luck with are behemoths and skeletons. Have fun everyone! |
Re: Conceptual Balance (Discussion)
Abysia's problem with aging is twofold:
- Almost all mages start as old, even Anathem. Salamanders and Warlock Apperentics - Abysians have tiny miny lifespans and are old at age of ~32. This makes them to be propotionaly more likely to rack afflictions from old age. Warlocks start with age of 38 IIRC. |
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