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Old November 28th, 2009, 03:16 PM
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Burnsaber Burnsaber is offline
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Default Re: Nosophoros - The Vampire Lords

I tried this nation out. Intresting mechanics and nice backstory, it really shows that you have put up a lot effort into this. However, some nitpicks (especially on the balance department). As this mod stands now, I really wouldn't allow it for a MP game (however, I don't know if you care about that or not).

I'll start with a typo report on the nation description;

"Vampires likes cold" -> "Vampires like cold"

And some thematic stuff:

- The necromancers are odd. Why do they have forge bonus? I know that they are absolutely fantastic in supplying your Dark Summoner SC's (more about that later) with items, but I can't see the thematic justification behind it. I can kind of see why they'd have researchbonus (communing with spirits and all that) but it'd probably help to mention the reasoning in the description. Also the last line in the description "Hobby: Skull Bowling" is a real oddity. Is it a joke (if it is, I really don't know if it is really that thematical)? I'd guess that it is meant to be in a coherent sentence like "Necromancers are shunned because of their wierd practices and take up odd hobbies, like skull bowling".

- Why do Dark Mystics have healing? It's (IMHO) unthematic and not really useful, since you can't heal undead afflitions with regular healers. It's just unneccesary ability clutter.

- Dark Summoners are really good. Having a recruitable SC chassis is really powerful (especially for a MA nation) and your necromancers can easily feed them with many SC items. They really only need a "Girdle of Might" and some buffs to start SC'ing because of their natural regen and fear. I'd suggest that you nerf their combat stats a bit. Judging from the description, they are supposed to be mages, not front-line fighters.

- The Vampire King pretender is really really good. Compare it to Lich, which is quite good already. Vampire King is

+ Cheaper by 35 points!
+ Regenerates
+ Flies
+ Has a "Life Drain" attack
+ Has good summons
+ Higher att + def
+ Better starting paths

- The only negative is his lack of protection (but your necromancers can fix that easily)

I'm a strong advocate for national pretenders being a tad stronger than normal but too much is too much, since I really can't see a reason to ever select anything else but him. I'd suggest bumping his price a bit. I was able to afford him with D5B4 dom9 (fear + awe) and still manage pretty good scales. He can summon his very nice summons for the starting turns until you alchemize gems for a Black Steel Plate and go to town with him on turn 4.

I'm sorry if I sound a bit rash, but these things really stood out for me. Overall the nation is pretty fun to play.
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