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Re: Conceptual Balance Mod 1.5
Rather than threadjack another thread, I'd like to point out a few things I dislike in CBM:
-Phoenix pyre for the phoenix is miho overpowered. -Umbrals at Conj7 instead of 5 ruins EA Agartha. I understand phoenixes are rather bad in vanilla, but turning them into SC's usable for early expansion seems exaggerated to me. Would you rather have a great bull of a phoenix for initial expansion for instance? Umbrals are strong, yes. But then what else does Agartha has for them? Rhuax and Barathrus Pact, but Ehuax isn't really awesome and that's about it. Needing Conj7 means EA Agartha needs to find something else to jsut survive until they get to the umbrals, but what? Their troops are still poor, and their mages need schools other than Conj to be useful on the battlefield, which delays umbrals further. Were these nice undead so overpowered EA Agartha dominated the EA? I don't think so. |
Re: Conceptual Balance Mod 1.5
Regarding the umbrals. I completely agree. I've made the same point a couple of times. So in my balance mods - I knock it back down to conj 5.
Regarding the phoenix - I don't think he's overpowered - great for early expansion, only fair after that. |
Re: Conceptual Balance Mod 1.5
Strengthening EA Aggy by putting umbrals back at their lower research level would run counter to the concept behind CBM because the umbrals would still be rather overpowered and would reduce the realistic options for the nation by virtue of their power. I think other elements of EA Aggy should be strengthened instead.
Umbrals are a bit like tarts or jaguar fiends in that they're just crazy cheap for what they do. |
Re: Conceptual Balance Mod 1.5
Phoenix right now is just fine IMO. There aren't a lot of nations that can get much use out of his paths, and while he rapes indies, against human opponents the lack of slots blows.
Umbrals- Sombre kinda has it IMHO. Honestly, I think he should just make the sacreds a bit better, or make some of their troops actually good. |
Re: Conceptual Balance Mod 1.5
Regarding umbrals: They are not crazy cheap. You get *one* per summoning. And it takes a mage action to do so. And then you have to Gift of Reason them to thug them.
Never mind that you have no viable nature pretenders - so getting a nature path is painful on top of your high cost, high resource units. Plus you are *well* into mid game before you get access to umbrals. |
Re: Conceptual Balance Mod 1.5
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Regarding umbrals: They are not crazy cheap. You get *one* per summoning. And it takes a mage action to do so. And then you have to Gift of Reason them to thug them. Never mind that you have no viable nature pretenders - so getting a nature path is painful on top of your high cost, high resource units. Plus you are *well* into mid game before you get access to umbrals, as regardless of how much you might wish it you have other research priorities. More or less awake pretender is required to survice. Good scales are required for units - and you have mediocre mage paths. |
Re: Conceptual Balance Mod 1.5
From another thread:
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I think EA Agartha is made worthless by CBM, and it's one of my favorite EA nations. I dislike the fact that I learnt stuff in Vanilla and must learn anew in CBM, but that's just me being lazy. I also dislike the fact that some changes turn nations into very different beasts between vanilla and CBM (Bogarus and horrors strategy coming to mind). I know that CBM is popular, and so popular that most games are CBM now and no longer CBM, which I regret for the abovementioned reasons. I can see that there's been a lot of work put in it, and a lot of thinking too. Now that you've heard my gripes, here is some hopefully constructive feedback and questions. Be warned, this will be long. I'm picking from the changelog. Also note I do not have extensive MP experience so I may be doing things that are considered worthless or stupid by better players. I hope you won't consider this list of "I don't like" offensive, I wouldn't write it if I didn't think CBM is a good work. I'm also not commenting on the good changes because, actually there'd be too much to say. -Gloves of the gladiator number of attacks increased: Was it really needed? I had some success with these in Vanilla. -Amphiptere a commander: I know they aren't worth much but flavor wise I don't understand why thy are commanders. -Cheaper titan pretenders: Not sure it was needed. -Phoenix turned into an early expansion machine. I think it's cheap for what it provides. I think someone who wants an early expansion machine should pick a great white bull and I'm not sure it's still worth buying even in CBM? -independant commanders slightly more expensive: I don't like. Sure, national non mage commanders aren't recruited, but paying 10 or 20 more for an indie leader won't change that. I pay 60 in vanilla to get a knight commander on turn 2 if I can't have another indie commander, so making them cost 50 or 60 wouldn't change my priorities but upset me a lot. I don't think changing the price of indy commanders fixes the problem of not recruiting nationals, so it should be dropped or another solution found. -staff of corrosion: I'm not sure it changes much to lower its level. When playing T'ien Ch'i, I often have mages cast acid bolts or rain. They can forge the staff, but since they often lead armies themselves, there's noone to give the staff to. If it cost less gems, I migth give it to an indie commander, but then between a commander + 1 mage-turn of forging + the gems and building a mage that can cast acid bolt, I don't really find it interesting. Of course, T'ien Ch'i acid-able mages are capital only so on a big map it may be different, but I'll generally prefer a mage over a commander + 1 mage-turn + a 15-gem-item. Right now I think the change makes Construction more interesting than Evocation, and I don't think it's needed. -catoblepas: I liked them at 15, but if they aren't used much mayb ethey were too expensive. -eater of the dead: Do the changes make it more interesting to summon one considering it's always going to backfire and looks even worse when feral now? -slime: ok it was mostly useless, but it was the only spell some water mages could cast and they would cast it. What does the change try to accomplish? Make water magic somewhat useful in combat at low Evocation? Why? -blindness: Isn't 2 a bit early? -ligthning bolt: Why make it weaker? -the kindly ones: when someone casts that and I have blood mages, I want to dispel it asap. It usually costs me 3 mages before I can dispel, whihc costs at least 30 gems. Having the spell cost only 30 means I should always cast it and cast it again every turn if an opponent of mine plays blood since we'll both lose 30 gems but he'll also lose 3 mages. So I think it's so cheap it's a no-brainer and should always be cast is possible, unless all global enchantment slots are used by or needed for other enchantments. -call lesser horror: I don't like the change. It turns SB into horror nations from the get go. Maybe I should just try to use it, but I think horrors should be R'lyeh only, and I don't think it's thematic for Bogarus to be horror casters. -Heavenly Fires: I spammed them at 10 mana. At 8 it seems too cheap. -Celestial Soldiers: Half-cost is a bit exaggerated in my opinion. I agree 15 was a lot, but 10 would be nice without lowering that much. -Umbral: This just ruins EA Agartha imo. What do they have left to try to survive? Even the Barathrus Pact boost doesn't do much to change the situation. Lower gold prices for some troops don't mitigate their crappiness. -Zmey: If those flew correctly, the cost might not have to be changed? I don't understand why they move as if they didn't have flying. I'd rather increase their APs and increase the cost a bit, maybe not up to the initial 8. -Oracle: Giving fortune teller may look thematic, but I don't think it has any effect except boosting an already strong choice. -Titan female: Why does hse get a research bonus superior to that of a sage? -Lord of rebirth: Didn't need the boost in gems imo. He's a very good chassis for getting EN blesses and getting started in Death too, which complements well some nations he's available for. -Grey knight: Does he need such a drastic gold decrease? I've not encountered enough to make heavy use of them, but I always wanted to build them. Probably just because I think they're cool. -Tower guard and defender: Are Man LA so strong these need to be more expensive? -Adonim: Ashdod can expand with 1 Adon built every turn early on and progress exponentially with these guys, yet their cost remains 400? If Talmai Elders cost more, Adonim should also cost more. |
Re: Conceptual Balance Mod 1.5
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Re: Conceptual Balance Mod 1.5
-Gloves of the gladiator- loved the change.
-Amphiptere a commander: I don't understand the change but I don't care about it either. Still not used. -Cheaper titan pretenders: good change. Still not used. -Phoenix love the change. an alternative to the cyclops. -catoblepas: meh. -eater of the dead: meh. -Slime- love the change. -blindness: Like the change. -ligthning bolt: Why make it weaker?Agree with the change. -the kindly ones: I love the change to this spell. The kindly ones *will* attack your mages, rumors to the contrary. The kindly ones are fairly easily defeated. -Heavenly Fires: I have no problem with the any of the changes to TC. I play TC extensively and find them underpowered. -Umbral: This just ruins EA Agartha imo. Completely agree with original poster. Umbral is the ownly redeeming value in EA Agartha. And you nerfed it. -Zmey: Cannot be used reliably due to erratic behavior in dominons. -Bogarus, Horrors: First, horrors are not the province of Rlyeh, who has no notive access to it. It is rather the province of blood nations. Bogarus, mictlan etc. Early horrors made bogarus playable rather. However, I do think they need a national spell rather than allowing already strong nations to have equivalent access. -Oracle bonus is thematic - I like it. -Titan female bonus is way to strong, as I opined earlier. -I like the Lord of Rebirth as is. He is never used in vanilla. I would like to see him extended to Agartha, Ctis, Machaka, and others to name a few. -Agree about Man LA -Ashdod needs a major nerf |
Re: Conceptual Balance Mod 1.5
I appreciate the feedback, I hope other people also comment on these issues.
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But beyond that, I'm not sure the phoenix is that great an expanding machine. Most expanders pretenders can reliably take a province a turn from turn 2- the phoenix simply can't. And it also fares very poorly in pretender vs pretender fights. Quote:
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I am curious though, you said a few changes in CB unbalance things a lot, which of these do you think do that? Most seem like rather niche things (like national spells), thematic complaints, or even just additional change requests CB hasn't made. |
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