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Old February 16th, 2010, 12:32 PM

rdonj rdonj is offline
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Default Re: Cinggis Qayan, Wrath of the Khans

Not sure where you'd know my name from. I do post a bit on this forum, but otherwise I can't think of anyplace online where I actually use this name, other than the dom3 IRC channel. Glad to know I wasn't coming on too hard, I did try to keep a sense of levity in there. You haven't either, for the record. In order not to create a gigantic quote string, I won't quote you too much .

Tengri definitely needs to be nerf-nuked. There is just no way around it, unless you want to do something crazy like make him a 600 point pretender :P The 150 lightning resistance is just... an aberration. There is no unit in dominions, no matter how immune to something, that has more than 100 resistance. And while there are a small number of effects (ironskin, army of lead/gold, maybe an artifact but I can't think of any) that will decrease shock resistance, everyone else has to cast a spell or use a misc slot to counter this. So it's very undominionsy. If you're going to nerf-nuke him, I would suggest something like: 20-30 less hp, 18 mr instead of 20 (ALL pretenders have 18 mr), reduce att/def values to 14 or 16, remove the magic boost, awe no greater than 2, lose the extra shock resist (again, no unit in dominions has more than 100 even if it's completely immune to it), smaller siege bonus, no more than 4 storm power, 2 misc slots only (very typical for this sort of pretender), and consider giving it 1 encumbrance, but this part may not be necessary. I would also strongly consider removing the immortal tag. The dominion definitely needs to drop, to 1 or 2, whether the immortal tag stays or not. Having done all this he'll be something like a 150-200 point chassis.

Bay-urgen - If you want him to have the ivy king ability, you should try #copystat-ing an ivy king. That should give him ivy lord 3, which is quite respectable. However I'm 99% sure this won't help him summon them without actually using one of the spells . Having actually played him shortly in a test game, the domsummoning wasn't as bad as I thought. However, I got all ivy kings and no vine ogres. I would remove the ivy king summoning, since it's potentially exploitable, but leave the vine ogres. And make sure that you're using the proper unit number to summon them. Suggested changes: hp reduced by 50%, fire susceptibility, awe reduced to no more than 2 (you will hear this a lot ), give him recuperation, increase attack skill to 8, reduce misc slots by 1 and call it a day.

Gazar Eej - I didn't put a whole lot of thought into my price suggestion. Yeah, lose a misc slot, awe reduction, increase price. But increase the price to at least 125, not 100. That's too low. What I did is basically compare her to the titan sitting right next to her. The titan is likely a better expansion pretender, but she has lots of useful abilities and is a better SC later on, and is probably worth closer to 150 points (and lower her dom to 2).

Genghis - One thing you have to remember, is that as a pretender the unit automatically scales with your dominion level. So it's not 100% necessary to have him actually be any stronger than them. Misc slots to two is a good change, and fear +3 is probably okay. Other changes sound fine for now.

Elrik - The thing with #onebattlespell-ing undead mastery, is that it completely shuts down entire strategies just by having one unit. Most undead has pretty bad mr, i.e. less than 10. Undead commonly used as thugs tend to have around 14 mr, which basically means that undead thugs used against you have to have an mr pendant, or they'll have an excessively high chance to be turned. And if your opponent is really unlucky, they could send a tartarian SC at you and have you capture that first turn, before they get any buffs or anything. Having darkness instead is quite annoying also, but is easier to deal with and would make him more interesting as a combatant while still justifying his insane pricetag. Further, getting a really good strategy together to utilize the darkness seems like it would require a lot more work. You only have guaranteed d1 mages, a decent number of 2s, and a few 3s (under the current system, but I recall reading that you were considering changes to the magic to lessen it, which is a good idea). You would have to recruit mainly these guys as mages, and they have quite possibly the worst research-gold ratio of all your mages. And as you said, it would hurt your own troops, which is another reason it's a better idea As for Elrik's magic, try removing the blood pick and lower death to 2, keeping the astral. This would be reasonably in line with standard dom paths.

I only really use CBM consistently, and I've never tried mythology pretenders, so I don't know what those are like. Mainly I play nation mods


Quote:
Although unthematic, this was an attempt at balance. I plan on making both sabres #bonus, but I would give troops #ambidextrous 1-3 if anyone felt that #bonus wasn't enough.
I would make the lance #bonus instead, as it is longer.


Quote:
Qayan vessels having spy and assassinate is weird, but since they can't use those abilities it doesn't matter that much.
I gave them certain abilities so that if my bro GoRed one, they would be like a lesser priestess. I wouldn't mind removing them!
Maybe thematic, but if you are GoRing those, you're seriously wasting gems. Just remove it, it looks odd and doesn't really add anything.


Quote:
Others agree with you rdonj, I have scaled down the bows. And will probably do so again. Will raise their price too. And may make cap only.
Well, depending on what the new bows look like they may not need to be cap only. If the bows they had weren't capable of killing even the mightiest of SCs, they could actually go down to a reasonable gold price, too.

Quote:
It was my way of simulating that they are a *construct.* They may be pulled by a horse, but are not alive. I thought that trample still increases fatigue at 0-enc, but I am probably wrong. Suggestions?
0 encumbrance trample is just too good for a recruitable. The horse is fatigueable even if the cart isn't, and without the horse the cart is pretty useless. My suggestion would be to give it 3-5 encumbrance to represent the horse, and remove the resistances because they're really weird and abnormal for a unit like that. Then reduce the price of the cart by 60 or so gold because they're no longer ridiculously abusable


As for the death worms, I don't know, from your description it sounds like they could get away without having any aoe at all (with a precision and range boost to make them not useless. Range increased to 10 is probably warranted anyway). Also, they have fear 15, which is a completely nuts value. For a unit summonable so early, that is just too much. Suggestions for this unit: Again, maximum aoe of 1 on both weapons, fear no greater than 5, cost at least 5 per worm, and no more than 1 or 2 at a time for a level 3 summon. You could possibly make a higher level version of this spell that summons more at once. Another thing that might be a good idea would be raising the level of conjuration required to summon them.


One last bit of advice: Weigh sombre's comments more heavily than mine. He is actually a modder, and there are plenty of things I have no good idea of pricing for. I've also been known to make snap judgements and be way off the mark in some cases of balance.
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