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Old January 20th, 2009, 10:40 AM
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Default Re: Conceptual Balance Mod 1.4

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Originally Posted by Turin View Post
Since this is effectively worthy heroes feedback, I'll reply:
Thanks. Continuing only on those where I still disagree:

Quote:
Originally Posted by Turin View Post
Member of the third tier: black priests have 12, so I don't think 13 hp is too much for a hero unit.
But he's an Illuminati mage, not a priest!

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Originally Posted by Turin View Post
Anthromachus: The problem was that it's really hard to make an army leader hero interesting/ worthwile compared to a bunch of indie commanders. His description mentions him being reputedly immortal, so I just made him immortal for real.
But he is free! Banner, etc., I think would be enough. And making him able to outlive Egypt, Greece and Byzntine Empire looks, er... hilarious. Immortality is possible, but I don't think it needed - and real immortality is almost unheard of in Greece mythology.

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Originally Posted by Turin View Post
Master with the Iron Crutch: He has the body of a crippled old man. Why should he be tougher?
Because he's Taoist Immortal with a title surely calling to mind some Chinese movies. You know what I'm talking about...

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Originally Posted by Turin View Post
Abasi: From the description:"He quickly flayed the animal and used the skin to swim unseen past his enemies. When he had passed the guards, he found himself in the camp of the enemy king. He took his log and thrashed the camp before the enemies could react." Sounds like an assasination to me.
And like stealthy thug to me. In any case, Machaka already has assassins aplenty. And term "assassinate" looks out of place in speech patterns of his description (somewhat stylized for tribal/Wild West story), so should be removed anyway.

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Originally Posted by Turin View Post
Ebuart: Castle def could be dropped, but it's a small buff and he is a guardian so it's somewhat fitting.
Maybe Guardian of the Tree should be better with a Patrol Bonus?

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Originally Posted by Turin View Post
Dwarf Elder: Again a (probably necessary) nerf from qm. They had forgebonus 20 in my version, which is probably too powerful, but forgebonus 10 would be nice.
Yes, I also think 20 is too big, but 10 OK (don't remember which bonuses varied ranks of Ulm Smiths have, but surely more) - and it looks more thematic for dwarves then research bonus...
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