Re: Conceptual Balance Mod v1.92
Just some feedback, I have to say that the last CBM game I played completely turned me off the mod.
While I like the idea of EDM, at the moment the easy availability of these summons, massively overpowers any nations with a good early game.
They really need to be balanced better against the vanilla summon spells available, because at the moment they are simply overpowering them in every way.
My views on the ones I have seen in action:
Summon Zmey - The unit is overpowered, available too early and too easily summoned. Im less concerned about the power than the fact that it should be a level 9 spell requiring at least 6F.
Summon Shishis - Pretty decent core design, a little bit too much better than the other options at that level, maybe just a bump to level 7.
Great Kraken - Again a decent core idea, but like the Shishi is better than the other options at that level, bump to level 7 5W.
Call Grendelkin - Needs to be level 9 and require 5W, it's a better summon than water queens.
Overall I think my biggest problem is less that they are overpowered as individual units, as most can be countered, but that they are all way too easy to research and summon. The end result of this being that they effectively eliminate the mid game entirely and make most of the vanilla summons in the game redundant.
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