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Originally Posted by Burnsaber
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).
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Thanks for the testing and feedback. It's really appriciated
The mod itself is meant for single player style with Aggressive Impossible AIs (and with CBM (haven't tested compatibility yet)).
I have always been more a RPG player than Strategy player which might be the issue to make a MP balanced nation.
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- 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".
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Is already changed in the upcomming updates of Nosophoros to Astral instead. The previous discussion went on about Necromancers obsession with give life to lifeless objects (It's on the earlier pages of the thread). But have decided to change it to Astral to more conservative approach of the necromancers and as you said balance issues.
The Skull bowling was a joke :P. It will be removed.
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- 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.
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Agreed.
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- 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)
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I'll take an extra look at it and see how to nerf it/them.
Also in the next update:
Changelog 1.01
Code:
--- CHANGES ---
• Blood Gift changed to: A Vampire's Instinct.
• Power of Blood changed to: The Scents of Blood.
• Greater Power of Blood changed to: Blood of Kings.
• Removed "ambidextrous" from Ancient Vampire Lord.
• Removed "ambidextrous" from Vampire Lord.
• Removed "ambidextrous" from Black Rose Lord.
• Removed "ambidextrous" from Black Rose Guard.
• Removed "ambidextrous" from Pureblood Vampire.
• Removed "Standard" from The Chosen One.
• Removed "Standard" from The Chosen One - Wolf form.
• Skeleton Guard: Addded Iron Cap Helmet
• Skeleton Warrior: Added Iron Cap Helmet
• Ancient Vampire Lord: Dark Power 2 ---> 3
• Ancient Vampire Lord: Random Magic 3 ---> 4
• Ancient Vampire Lord: Removed Standard.
• Vampire Lord (Hero): Removed "ambidextrous".
• Child of the Night Wolf Shape: Morale 12 ---> 8
• Snow Demon Wolf: Defense 14 ---> 10
• Snow Demon Wolf: Morale 30 ---> 20
--- FIXES ---
• The Oracle (hero) was not enabled in Nation hero list.
• Night Blessing desription changed.
• Soulless bite doesn't affect mindless beings.