Re: Discussion of the LA Mods balance here.
1. Some of the commanders of Ulm Reborn have rather high hit points. They are
encroaching on giant territory. Their high combat stats can be explained, but
health should remain in the human range. Replace 5 or 10 of their hit points
with a slight boots in endurance (i.e. reduction of their natural encumberance)
2. The demonic/vampiric cavalry of Sangvinia is much too powerful. Regeneration,
life drain and two additional attacks, very high stats, heavy armor
with zero defense penalty, and a shield make them able to go through anything but
massed high level priests without casualties.
From purely a consistancy point of view, I also hate seeing an unit that has a
weapon, a life drain attack and a shield. I can rationalize the vampire
commanders who have a rapier and life drain as extremely agile swashbucklers who
find the time to take a bite from their victims. But a heavily armoured guy on a
demonic steed with a sword and a shield should not be able to do so.
3. Sangvinia's Original Vampire is a game strategy by itself. Extreme stealth,
assassinatiom ability, immortality, all the vampiric tricks - great. But his
second form is much too powerful when you consider that with his stealth 20 he
will be only fighting by choice. Elemental immunities, high hit points, huge
regeneration, and an area attack which I believe cannot be resisted with armour
or magic resistance. No bodyguards will do anything but delay him, and both
forms are immortal. I nailed him with a close range blade wind, and my priests
had managed to convert the province, so baring bugs I have seen the last of him,
but I dare say that he is too powerful. Little else can stop the second form
in an assassination.
4. New Jomon needs a way to deal with archers. At this time, their only chance
is to launch cat demons at the archers. But despite their high hps and morale,
there is no guarantee that they will make it, and Nekoni are damn expensive to
be used this way. But I am sure Jazzepi has more insight on that one.
5. The dwarfs need real crossbows, not instead, but in addition to the repeater
ones. They could also use a bit stronger magic. Not much, just a chance to
get a level three somewhere. I believe that my opponent just did not tailor
his troops to mine, and that the dwarfs are not that underpowered, but their
late game right now relies purely on the pretender.
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