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Magic Items under CBM
Since i might make a Magic Item mod sooner or later, I want to hear people`s opinions/ideas about the current situation using CBM 1.6.
I think QM generally did a great job in balancing and polishing the items,but there is still room for improvement imo. My plan is to not only improve balance but also make many items more thematic as well as adding some(not much) new items here and there. I would like to start with the general situation concerning 1-handed and 2-handed melee items and some uniques. I think this is where still can be done quite alot,thematically as well as for balancing reasons. For a start,i think that: -Fire and Frost Brands are too strong for the price -many 2 handed items are extremely underpowered(e.g. Wraith Sword) and could need more thematic polishing(e.g. Hell sword). -some uniques still need to be evaluated differently(e.g. Black mirror) or changed(Fever Fetish should be non unique again) So far,i got the following ideas concerning some of the above: -Fire and frost brand should remain massable therefore increasing the price shouldnt be an option. I would like to see them dealing less base damage. That would still make them equally strong vs chaff like PD,but it would make especially the Armor piercing effect of the fire brand significant weaker vs SC`s/thugs. Shadow Brand i would like to see dealing AN damage ,and generally making it stronger and more expensive. It is meant to be a Cons 6 weapon after all ,so it is thematically appropriate to make it actually stronger than the other brands imo. -Wraith sword is the single most underpowered item in cbm imo. Below average damage,average stats,nerfed life drain since dom2, uses 2 hand slots, very expensive with 25 gems+cons6. It is actually dealing less damage than many single handed weapons! Thematically it should be a no brainer therefore to improve the damage output by a lot and the stats also quite a lot. On top of that i would consider to make it just 15 Death gems. Hell sword on the other hand is also slightly underpowered atm. Here i would like to see a more extreme version,while staying at the same price.For sure some more offensive power,like Armor piercing attack or improving Att/Damage. -Some uniques are still too expensive in the light of the many changes to other items. Fever Fetish should be treated differently than Clams imo ,making it non-unique again,but maybe making it 1 step more expensive.Blood stone is unique,therefore a booster item is needed for Earth using a misc slot(any ideas?). |
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I wouldn't make Fever Fetish non-unique again. It may or may not be overpowered, but its use promotes micromanagement which is not ultimately very fun.
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My opinions:
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Other option would be to make troll armor con6, put the price to around e4b1-b4 or so. It has severe disadvantages though, I wouldn't suggest this. |
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I've always thought tome of gaea should just be made into an exact copy of the blood stone in terms of reseach and path requirements. The nature boost is then just a replacement for the lost gem genning.
Bloodroot Manual or something as a name. |
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Generally, an idea is about as sound as is possible under existing mod commands, I think. Still, I don't see these 3 items as actually disruptive - and I see them being artifacts as effectively banned for they would be just useless as unique items - especially true for the Fetish. |
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I completely support the frost and fire brands nerf idea. That should make it's way into CBM.
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Dominions is an intricate game and consequently so is trying to balance the magic items in it. Magic items do not just require a certain level of researched construction magic and a number of gems, they require a particular kind of gem. And just as the magic paths differ when it comes to summons, rituals and battle magic, so they differ in how they perform in the area of forging. Quote:
Take the Fire Brand for example. Its damage and attack/defence are not that much better than the Sword of Sharpness at construction 0 and the area attack is the same as that of the Demon Whip at construction 2. Personally I think it a very bad idea to have the Demon Whip as is in CBM at construction 2 - it is just too early for that kind of area attack - but even if you bump it up to construction 4 the argument remains the same. Also, I have to wonder if making the fire brand less effective against SCs and thugs this way is really a good thing. Big and strong commanders will not care much that you knock off a couple of points of inherent damage, but smaller and weaker commanders will. CBM has already made it easier to kill ordinary troops through price and path reductions of items (cfr Demon Whip), so I have a hard time seeing it as balance promoting to tip the scales even further in the direction of physically impressive commanders. Nevertheless, if you really wish to take them down a notch, how about just bumping them up to construction 6? They will still be massable, but come sufficiently late that there will be a lot more counter measures available at a relatively cheap price. Quote:
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Whatever the glory of lifedrain in the hallowed times of Dominions 2, it is still a very powerful effect. A weapon with lifedrain is as good as having a small amount of regeneration and a huge amount of reinvigoration. Using other equipment, this would cost you a couple of slots and at least 15-20 nature and earth gems. Giving the sword all around better stats and making it cost just 15 death gems makes it not just very powerful, but also very, very cheap. As is, the Wraith Sword is very useful when you are not swimming in nature and earth gems but have a sizeable death economy. As such I really do not think it needs a boost. Quote:
Thinking of my earlier words about balance, look at your weapon suggestions as a whole. The primary beneficiaries of your changes are death and to a lesser extent blood. Do these paths really need the boost? Water and fire take the hit. Do they need toning down? |
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Amorphus, if you had the choice of crafting a Hero Blade, a Frostbrand+Vineshield or a Wraithsword, would you honestly even consider Wraithword? Lifedrain *is* good, no question about that, but IMO Wraithsword simply sucks donkey-poo compared with the other options available.
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Especially as the Standard of the Damned has the same cost.
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I do not agree and moreover, your comparison is rather suspect for several reasons. Wraith Swords are available at construction 6, Tartarian Gate requires conjuration 9. There are a lot of research points in between. This is not even considering the availability of a sufficiently accomplished death mage. The powerful Tartarians are also not quite as cheap as that. Sure, summoning one is a mere 12 death gems, but what you get is only a commander in 20% of the cases. If you were just spending death gems you would need an average of 60 gems to get a commander. Using 15 nature gems you can bring that down to 12 death gems. That said, when you fulfil all the prerequisites, you will indeed seldom choose a Wraith Sword over a Tartarian. However, the same goes for a lot of things when you have everything researched. Quote:
Even if we assume that I have all the paths necessary to craft all the options, necessity and gem availability might make the first two choices much less efficient than a Wraith Sword. Consider for a moment a situation where you have a big beefy guy who needs some form of regeneration and reinvigoration. Neither the Hero's Blade nor the Frostbrand+Vineshield provides that, which means that you must fork over about 20 nature gems to attain it. Furthermore, as you are big and beefy, the Hero's Blade while good is nothing special and your opponents might not be very impressed with cold damage. Some of them may be naturally immune against cold, others through magic. And you may need your nature gems for other things like diversification or GoRing. Maybe you want to set up a Tartarian factory. If you want to GoR your Tartarians you need as many nature as death gems, so if you have a larger death than nature income, you have more death than nature gems to spend. It is a mistake to only think of situations where everything is researched and all gems are in equal demand. I can of course only speak for myself, but it is not uncommon for me to get into mid and late game with huge difference in gem income even in the paths I have covered in full. It has certainly happened to me that I had more than double the income in my most numerous gem kind than in the two following together. And that without any gem generating global up. |
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You'd be better off in almost any real situation to just forge a standard of the damned over a wraith sword.
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There is no reason that every item needs to be equally usefull. If some items are more used then others that is fine. If a particual item on average is only used once per multi-player game, and that use is a valid tactical option at that time, the item will have served its role. We just want to make sure there isn't items that are never usefull.
I am not all that familiar with the wraith sword, but would it not be a good counter against thugs and SC's in certain situations? |
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Following up on one of Amorphous' points, the proposed gem cost changes to the various brands have the net effect of helping SCs and harming thugs. A few more gems investment in an SC is not a big deal but thugs need to be equipped cheaply. I also don't think frost/fire brands need to have their damage nerfed. Though they are commonly seen weapons they aren't unbalancing. And again, SCs will benefit nicely since thugs will pose less of a threat to them while their own generally high strength will enable them to still do plenty of damage if they use these weapons. Of course, I doubt they'd choose a frost/fire brand since they'd have an AOE and AN (!) weapon available in the form of the boosted shadow brand. Everyone has their own opinion of balance but I prefer not to do anything to make SCs stronger and I think that's what these changes amount to.
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You are not really doing that much damage with the standard and the defence rating is very bad. For strong commanders the sword may be a better choice. You do not get as much life leech, but you will kill your opponents much faster and they will damage you less. Also, four-armed units can combine an attack with the sword with other weapons, while the standard cannot be used in such a fashion. Quote:
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As for Brands, etc., it was a main CBM trend for some time to make AoE items cheaper/easier to research. This also includes Boots of Behemoth at 0 Construction currently, and Evening Star at 2 Construction (don't remember current version, but it was some time ago - I used it with devastating results). Wraith Sword is quite useful - though it's possible that Standart of the Damned is better. But on the other hand, the latter reduces bearer's combat abilities, so he can be swarmed and needs bodyguards... |
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Very nice discussion,keep it on guys.
I got several new/slightly altered ideas in my mind,but i will wait a bit befor posting them. Just a few thoughts so far: -Fire/frost brand should only nerfed for damage value,not making it more expensive.They should still be a very good choice after the nerf...say you make the fire brand from 12 damage,to 6 or 8. Its still armor piercing,its still only 5/5 E/F gems,its still only cons 4 ,its still got ok att/def being 1-handed and its still got the main thing:Area of effect damage. I think many people here are underestimating the Power of (a) armor piercing attack,which effectively doubles the damage vs every mid to high level opponent and (b) being 1 handed and cheap,you easiliy put on a shield for much better def/prot and more special effects/resistances. Any 2 handed weapon therefore has to overcome the combined strength of a 1handed weapon and a shield or two 1handed weapons to be a viable choice. -My idea for the shadow brand is to make it much better but much more expensive.AN damage is an idea,but for this to be balanced i would reduce the base damage. I just think its thematic.I look at that sword and think it should bypass armor.Also its meant to be Cons 6 that could be a seen as a hindsight from the devs imo. -Wraith sword and Regen/reinvig aspect is slightly flawed,since u need to hit first and you actually need to deal some damage at least for max partial life drain. Now,if you look at the combat mechanics,a wraith sword with that pretty low At/def values has a tough time actually hitting a Shield+Sword kitted SC,not to mention its pretty hard to inflict damage with the abysmal low 9 normal damage vs say 24-30 Prot guys with shield... I agree it should not be made that powerful again like it was in Dom2 ...but....at the moment we got it at least 2 times less effective for 2.5 times more the price compared to dom2.In addition,there are much better weapon choices in general that compete with it in DOM 3 and CBM did make some other weapons even more effective. -really balancing the spell paths is very,very tough. But e.g. its basically pretty easy to say nerf the frost brand just a bit,but then make the sword of swiftness slightly better if the majority is worried about Water magic after the slight nerf.No big problem there. Basically i want to improve diversity,make more choices viable besides the like 90% standard kits of brand+shield. -i agree with the fever fetish regarding more micro,therefore i no longer support making it non unique again. |
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In terms of gemgens is it possible to instead of making them unique, make them more expensive and add other abilites to them. They could raise stats such as magic resitance and protection, or auto cast some spell. The idea would be to make them expensive enough so they are only worthwhile for certain mages or SC's equipped for combat.
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I agree the wraith sword is pretty bad currently. 2 handed weapons need to be particularly powerful in order to make up for the fact they're two handed, or they need to be cheap so you can use them as throwaway weapons on anti-SC thugs, who you wouldn't want to give a shield or second weapon necessarily.
Wraith Sword is neither. It drains life, which is good for killing chaff and armies, but two handed weapons aren't really suited to that duty. It does reasonable damage so you can use it vs SCs and thugs, but there are a variety of other two handed and even one handed weapons that are better at that and cheaper too. |
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Maybe vine shield can be nerfed as well, since it is definitely the best choice for the shield by far. I'd put it higher in the research tree - constr 6.
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Currently,the Brands are great vs chaff and great vs SC`s,all while being cheap. That makes it a no-brainer almost every time for any SC or Thug to give it a Brand.Thugs with a Brand are pretty good vs chaff,too. In turn,any SC equipped with a brand is well rounded. By reducing the damage,generic SC`s become weaker vs specialized SC`s/Thugs,equipped for maximizing damage on just one target. This is mainly the place where i see many 2 handed weapons in future use. U could e.g. make the flambeu slightly better or cheaper and it would be a viable choice for anti sc purpose with its triple damage vs undeads.There are many,many possibilties here if you manage to nerf the brands so that they arent a no brainer anymore,while still being a good choice. |
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Frost brand isn't so great vs SCs and thugs, but man it's cheap for what it does.
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Generally, for death gem income, it's simply not worth the effort to forge items with (with the exception of boosters, and few select items depending on the situation, which do not include Wraith Sword), unless you have some useful national summons, such as Lankas blood summons or other monkey people astral conjurations. |
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As for Brands - I agree with Sombre that cheapness is main attrcation of the Frost one. Same price Stick and Demon whip (CBM) have worse att/def. Shadowbrand is more costly with a risk to user, which is also true for Evening Star (but how famously the latter clears crowds! Definitely shouldn't be too cheap/easy to make). So in this group Fire brand is also the cheapest considering that it also gives FR and is AP. This second group can be used against thugs/SCs, but it still isn't optimal for it - better options are present, unless, of course, you didn't know that you would fight other thugs or are constrained in gems. So - I wouldn't say they should be nerfed in damage, but I also wouldn't say they should be placed low in the research tree as current CBM does. With Stick & (probably) Whip at 2, Frost & Fire brands at 4, Shadow & Evening Star at 6 it should be OK, I think. |
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I find eye shield, vine shield, charcoal shield, lucky coin and gleaming gold all pretty much equally useful. Which is a good thing.
qm doesn't tend to like moving research levels or path requirements around for commonly used items, because it does confuse people a fair bit. So I doubt the brands will be moved. At most I would expect a stat tweak. |
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Nerfing the brands is going to suck for raiding nations, like Eriu. But Eriu is OP anyway, right?
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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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That seems more like an argument to boost 2H weapons as cheap anti thug equipment.
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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. |
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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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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! |
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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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Ive never used the vine shield vs physically strong SC`s.
There is a strength check involved IIRC,so do you still get a free hit vs very strong units or do they instantly break free? I like to mix in the eye shield vs chaff ...only a few turns and there is generally no one left that can hit you.Also,vs stronger units/thugs u can often do some serious affliction problems with abit luck,even if you lose. generally,Nature gems are pretty sparse in mid to late game,thats something to consider when evaluating the Vine shield vs the Earth/fire gem shields. Also,the parry and protection value for the vine and eye shield are much worse than from most others. I do like the scutata a lot,btw,its pretty good at what it does AND offers Lightning protection which can be useful as it is generally more needed than fire/cold protection which u often already have natural or via brands. |
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I'm willing to be proven wrong here Psycho, but i've used the eye shield a lot, and the MR check is very very hard to pass. i'd say that over 98% of the times i've used it it results in a lost eye. this includes vs tartarian, arch devils, jags, seraphs, pretty much everything.
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This reminds me of my most amusing Dominions blooper. I was playing Agartha and was being attacked by Man. Man's army consisted of lots of knights, and backed by lighting blasting mages. I tried to hold off the army with a a risen oracle. I equiped the oracle with the best that I could at the time, which included lighting proof armor, two shields, one of them being an eye shield, and boots of the behometh. I had the oracle cast stone skin, and then try to trample the knights.
The setup almost worked. The knights couldn't damage the oracle. My plan was to get the army to route. The problem, though, was my pretender slowly started to get fatigued. I couldn't figure out why. He was undead and shoudn't have been able to get fatigued. This caused him to route first. He was two fatigued however to actually move. As a result the army of Man didn't route like they should have. The battle got to turn 50. Since I counted as the attacker from breaing siege, I auto lost. Despite being immortal, the oracle did not come back. It wasn't until a bit after the battle that I realized why the oracle was getting fatigued. I had cast stone skin. He was killed by his own chill aura. :doh::doh::doh::doh: I lost that game, but at least I had the satisfaction to blind a whole army of knights using the eye shield. It was a funny sight: a clumsy size four risen oracle with two shields trying to trample an army of blind knights. |
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MR check for wielded items is vs 12, according to the debug log.
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All MR checks in the game are against base value of 12, for all items and spells. Sure you can blind a MR 32 creature, but that requires a great deal of luck. Lama, I guess you just had luck with the eye shield or maybe your opponents didn't bring enough MR to the table. But it's not something you can rely on and if the eyeloss effect doesn't work, then you brought along a near-worthless parry 5 shield. It's easy to blind a bunch of knights or jags if they can't kill you fast enough. But then it means that they probably wouldn't be able to kill you anyway.
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