Re: CBM 1.92 EDM summons cost increase
I don't think adjusting gem costs alone is the best way to balance these summons when looking at gem income and site distribution. If you have a fire income of 8 surplus gems you will currently produce a Zmey in 4 turns, with the mod you get one in 5.
If you instead make 10 surplus gems then you will still have a Zmey in 4 turns - the difference between production rates post-change and pre-change of summons is negligible when compared to the differences in number of summons different individuals will control due to the randomness inherent in special site gem income.
This is true even when looking at the Zmey which percentually sees the largest increase in gem cost.
Instead it would be more appropriate to adjust stats as well, such that stats are balanced around gem cost and the stage of the game the unit comes into play and not the other way around, which is gem costs around stats.
Last edited by Redeyes; June 30th, 2012 at 07:03 AM..
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