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Re Flying boots up to A2 : this is IMHO a very bad decision : to me it's not a balance issue if everyone and his mother gets cheap Flying Boots, it will become one with a mod that restrict them this way..
As a result, only the already-powerful Air nations will have easy access to Flying Boots, letting the other ones on the ground, whereas they're already lacking from less mobility !!!
I'm sad to say that, but it looks like this mod is going overboard : Magic items mod makes useful stuff get nerfed whatever the balance effect is, and practically nothing gets any better.
Yet real balance issues are either not really addressed (ID/AD and Bane Lords still dominate mid-late game, still noone never summons crap-drakes), or even worsened (ah the Vine Ogres are *better* now !! Get the factory rollling !!)..
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Just so we're clear, look at the readme, how many things got improved vs. how many things got nerfed?
Indeed SCs are still powerful in the mid and late game, I don't see any around that and still have a use for 90% of items. With drakes, I actually see them used quite a bit now, not in the the mid and late much, but that is not what they were intended to be. Vine ogres are not, in my opinion, better or worse. They make better shields than ever, but now have another weakness. Additionally, a lot of other nature summons were improved, making ogres not so much of a no-brainer.
With flying boots, I think putting them at a2 has a number of positive points. A bit harder to do SCs, and less in my opinion unthematic, with as you say everyone and their mother using them. I don't believe it is enough to really tip the balance in favor of air nations, particularly compared to the base game where they have easy wrathing, false horrors and a cheaper staff of storms.