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Graeme Dice said:
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Scott Hebert said:
King of the Deep - 180
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Ack, now you've gone the other way. W3 is actually useful on these guys, as they can get W5 without path boosters, leading to three water spells that are actually very useful. The water queens, murdering winter, and niefel flames. These guys are also almost buff enough to use as mini-combatants.
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*shrug* You can't have it both ways. Either you balance to the good, the bad, the middle, or some standard we don't as yet know. Before, you told me I was balancing towards the bad end. Now, you're telling me I'm balancing towards the good end. What, in your opinion, would be a better balance point?
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What kind of cost reduction did you have to apply to get this. I assume it has to do with how many mages of the total are capital only?
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5%, plus 5% for each other capital-only commander.
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As for the rest, I can definetly see that there will be more mages around. Looking at the actual costs in this case, I'd say that some of them are probably too cheap. It would make an interesting game, but not one that everyone would want to play. Did you not count physical stats that much in this case?
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Well, people complained that I cared about physical stats when no one seems to care about physical stats on mages. Therefore, I used the 30g base for a commander that IW states, and then applied a new spell path cost based on making a Seraph 100g, with proper extrapolation.
I figured that if the Seraph's base body was only 30g, not many others could have a cost above 30g (what with their innate flying and cold immunity).
Vanheim and Tuatha mage-commanders had a base cost of 50.