Nerfing pisses me off.
Let's compare two sorts of cardboard crack^H^H^H^H^H^H^H^H^H^H^H^H^H^H^Hcollectible trading car d games: Magic the Gathering and Shadowfist.
MtG tried to rebalance the cards by nerfing everything. The result is a very flat game with no cool and powerful stuff in it, because if anything was any good it might be unbalancing.
Shadowfist, on the other hand, starts with more robust underlying mechanics, and then rebalances cards by making them *better*, not worse. As a result, shadowfist is a very well balanced game with lots of cards that do awesomely powerful stuff.
It is absolutely untrue, and I think demonstrated by various posts, that it is impossible to beat *heim. It may be true - and I admit that I haven't played every nation - that *some* nations have no viable strategy to oppose vanheim, particularly in the early game.
If that is the case - the question becomes, what can we add to those nations that would enable them to oppose vanheim more effectively, without changing them beyond recognition? Note that if you have a 33% chance of repulsing the rush, you are mounting effective opposition, especially if you can cause significant losses even in defeat.
So, in the *modders* forum, I have included a "which nations need bennies" thread, where I discuss this in some detail.
http://www.shrapnelcommunity.com/thr...b=5&o=&fpart=1