Re: Conceptual Balance Series (Mod)
Mr. Patrick! I haven't heard much feedback about the Spellmod, however, I have heard that people thought this was perhaps too powerful. Though QM and Edi are quick to point out they don't seem so, I tend to agree. I would have rather not had them "Enslave Mind" but perhaps Charm, or confuse or something similiar but the effect is really what I'm looking for.
For the Hama to be strong enough in it's singular role that it is extremely useful for what it can do. This comes from the fact that the unit will die within 2 turns of being outside their home province. They *might* be a little too cost efficent, but I haven't yet run into a situation with too many hama dryads that I haven't been able to deal with them before.
Something of note: When you make the Hama's have a 0/2 movement you actually see the AI use them, apparently when they have movement the AI will move them around and unknowingly kill them.
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