Re: Conceptual Balance Mod (and summary file) 1.
ATLANTIS EA
Summon Monster Fish - 1 / 10 - W3, RL6 - It's ok, but it's very niche. Considering only Atlantis has it and they are very often outclassed in the water, it could certainly be cheaper. I suggested knocking the Asp Turtle down to 1 / 12, but perhaps it should be 1 / 10 and this should be 1 / 6 or 7.
OCEANIA EA and RLYEH EA don't have jack.
LANKA EA
Host of Ganas - 20 / 12 - D1, RL2 - I've actually used this effectively in SP, but even then it was only really good compared to stuff like summon shades. With CBM dropping summon shades to 4 / 1, these very shadelike fellas should be something like 20 / 7.
Summon Vetalas - 10 / 10 - D2, RL5 - These guys are great fun at parties. They are ethereal but fragile, rather like ganas, but they do have a damaging life drain attack. Their secondary attack is touch of madness which is only good against commanders and is mr negates as well as only resolving at att 9. In my opinion they are both overcosted and too high in research. I'd drop them to 10 / 5 or 6 and RL4.
Summon Rakshasas - 3 / 10 - B1, RL1 - Not bad, especially with the typically strong lankan bless. As with the next two summons, I don't see any particular need for change. 3 / 9 maybe.
Feast of Flesh - 15 / 50 - B1N1, RL2 - Again, Praghasas aren't too bad at all. They're very similar to Rakshasa really, though more annoyingly gluttonous. That's the tradeoff for being able to summon so many at a time I suppose.
Summon Asrapas - 5 / 11 - B2, RL3 - Work with rather a different bless from the previous two summons, but are less powerful in combat. With a water/fire bless they could be mean as hell, so the price seems roughly right.
Summon Rakshasa Warriors - 5 / 25 - B2, RL4 - Considerably tougher to take down than their lower level brothers. They also work better with nature bless, though switching two attacks for one means they're worse with fire. Yet again, the price seems about right to me. No wonder Lankan blood summons have a good rep.
Summon Sandhyabalas - 3 / 30 - B2D1, RL5 - Ah. I'm not convinced these guys are worth the price. They're like stealthy dark powered moonblade swinging Rakshasa Warriors, but are 100% susceptible to fire rather than 50%. I think 4 / 30 would be fairer, but I am happy to be corrected.
Summon Dakini - 1 / 50 - B2A1, RL6 - As strong flying mages they seem ok for the price. I defer to others' expertise on this one. They have blood vengeance but it seems like it would be hard to utilise.
Summon Samanishada - 1 / 35 - B3D1, RL7 - Assassins, especially expensive ones, don't fare too well in dom3. What is a nice idea is using assassins with standard move orders to hunt thugs with the right equipment. Since they come with a moonblade and dusk dagger plus tasty stats (though not SC worthy), these guys might fill that role. I suggest lowering the cost to 1 / 30 because their main trick of assassination doesn't usually cut it.
Summon Mandaha - 1 / 133 - B5D2, RL8 - Going to have to defer to others on this one. The price seems ok and apparently people are getting plenty of use out of them, so no problem. One thing that does strike me as odd about them is that they have a gcost of 600, so they cost a load of upkeep. This is not in keeping with similar summons.
Summon Davanas - 3 / 75 - B5, RL8 - Eh,.. considering the research level I am not impressed. I believe if you GoR them you get H2 + 2 50% chances of B1 and 2 50% chances of A1. I think in CB this should be a single commander summon for 66 or something. They also don't appear to have an attack sprite. No idea why that is, guess it's a bug.
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