Re: Conceptual Balance Mod (and summary file) 1.
Here comes some more,.... finishing up EA and moving on to MA. As always, I welcome discussion. These are just my ideas after all.
FOMORIA EA
Summon Black Dogs - 20 / 10 - D2, RL2 - These little dogs are actually rather good. They have dark power, 100 DV and stealth 20. Much better combat stats than animals like wolves too. Good spell and fun unit. Really shows how bad summon animals is for the basegame 20 / 20.
Summon Barghests - 9 / 13 - D2, RL4 - Barghests are basically upgraded black dogs who are also sacred. The spell is fairly good and if you have a nice bless, the dogs can make a mess. With DP3 and DV100 they're also badass in the dark. I suggested changing Cu Sidhe from 7/10 to 7/7 (that might be a bit cheap) so a cost reduction would make sense,.. to differentiate them from the Black Dogs summon, reducing the numbers further might make sense. I suggest 5 / 6.
Summon Morrigan - 1 / 4 - D2A1, RL6 - Like the Umbral (for EA and MA Agartha anyway) the Morrigan is rather hard to mass because the recruitables capable of casting it are all cap only. I therefore suggest a change to 3 / 10 or 12. Badass troops though.
------------------MIDDLE ERA--------------
ARCOSCEPHALE MA - Same as EA.
ERMOR MA - As with Ermor EA, no national summons here.
PYTHIUM MA
Contact Harbinger - 1 / 25 - S4, RL6 - Nice. Cost seems fine, as long as people are actually using them. No change.
Angelic Host - 1+6 / 50 - S5, RL7 - This is a farsummon. You get 1 Archangel commander with 6 Angel troops. Again this is powerful and seems costed about right.
Heavenly Wrath - 1 / 35 - S3F1, RL7 - Summons up an Angel of Fury. No magical abilities, no leadership, he's built purely for SC duties. Blood Vengeance 2 is the really interesting thing about him. Do people use him? The lack of magic paths seems like a turnoff.
Heavenly Choir - 1 / 144 - S7F2, RL9 - Generally considered the most powerful SC monster in the game, the Seraph might actually justify this kind of price tag. You also get a load of Angels of the Heavenly Choir, which aren't too shabby themselves, unless I'm mistaken. I'm out of my depth here so I'll just say 'No Comment'.
MAN MA
Summon Black Dogs - 20 / 10 - D2, RL2 - Same spell as the Fomorian version. Man lacks the recruitable mages to cast these.
Summon Cu Sidhe - 7 / 10 - N2, RL3 - Identical to Tirnanogs 'Contact Cu Sidhe'. I suggested 7 / 7 or thereabouts. They are different spells, but are functionally identical afaik.
Summon Barghests - 9 / 13 - D2, RL4 - Same spell as the Fomorian version. Like Black Dogs, it's not castable by recruits.
ULM MA - The same as ULM EA, except you actually lose the Pack of Wolves spell.
MARIGNON MA - Same as Pythium MA. Identical Angel summons.
MICTLAN MA - Same as Mictlan EA.
TIENCHI MA - Same as Tienchi EA.
MACHAKA MA - Have no national spells.
AGARTHA MA
Awaken Cavern Wight - 1 / 3 - D1E1, RL3 - In competition with the Summon Umbral spell which is only 2 research levels higher. CBM 1.1 made them 1 / 1. The problem is that MA Agartha can only cast them with cap only expensive oracles. LA Agartha can mass the buggers, but also has Sepulchrals to go for, plus a mass summoning of them up the research tree with 'Halls of the Dead'. So in my opinion this spell should be usable for MA Agartha and for LA should offer something a bit different from Umbrals and Sepulchrals. I suggest 8 / 10.
Summon Umbral - 1 / 2 - D1E1, RL5 - Same as the EA Agartha spell. Like EA, MA Agartha has problems massing these.
Attentive Statues - 2 / 8 - E2, RL3 - These are roughly the same as the 'Living Statue' units gained by casting 'Enliven Statues'. The requirements are quite a bit lower but they cost over twice as much. Bearing this spell is for MA Agartha, it should be better. CBM 1.1 had them at 2 / 5 but I think to differentiate them from both Enliven Statues and the higher level agarthan statue spells, they should be 5 / 10. This gives Agartha an early game boost without treading on the toes of the other spells and would surely make the spell usable, even good.
Enliven Sentinel - 1 / 4 - E2, RL4 - Being sacred and with boosted stats, these kick the crud out of living and attentive statues. I think they should be 2 / 7 or 8. Massable because they're E2 and you get 2 per cast, but far less so than the attentive or living statues, while obviously quality over quantity.
Enliven Granite Guard - 1 / 12 - E3, RL5 - CBM 1.1 had these at 1 / 8. Only making 1 at a time makes perfect sense and differentiates the spell from other statue summons. I reckon you could go 1 / 7 without unbalancing them though. The pinnacle of quality over quantity.
Enliven Marble Oracle - 1 / 45 - E3D1, RL6 - I'm really not sure why these are worth 45 gems. I feel like I'm missing something. They are like upgraded Golems, but with holy 2 instead of astral. Clearly they are to be used as SCs and they do have nice slots and stats for that duty,... but 45 gems? 35 would seem closer to the mark to me, especially when you consider that Golems are basically something you get for free just by researching construction (which you'd have to do to get items for your Marble Oracle SC anyway).
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