|
|
|
|
|
November 23rd, 2006, 01:20 AM
|
Sergeant
|
|
Join Date: Aug 2005
Posts: 286
Thanks: 8
Thanked 9 Times in 7 Posts
|
|
Another Death Match Balancing Idea
All permanent effects gained while in the arena are removed at the end of the competition, and items are never picked up. This includes:
-curses
-horror marks
-wounds
-cursed items
-etc...
I'm not sure how easy this would be to implement, but it would probably address the most basic complaint that has been leveled at the competition.
|
November 23rd, 2006, 04:29 AM
|
|
Major
|
|
Join Date: Nov 2003
Location: Finland
Posts: 1,050
Thanks: 0
Thanked 2 Times in 2 Posts
|
|
Re: Another Death Match Balancing Idea
I really don't see why this would be necessary. It is a tradition to curse, horror mark and disease the champions of your enemies. No risk, no gain.
__________________
Great indebtedness does not make men grateful, but vengeful; and if a little charity is not forgotten, it turns into a gnawing worm.
|
November 23rd, 2006, 05:24 AM
|
Brigadier General
|
|
Join Date: Oct 2006
Location: Northern Ireland
Posts: 1,923
Thanks: 2
Thanked 5 Times in 5 Posts
|
|
Re: Another Death Match Balancing Idea
Yea, theres no gain from cursing, horror marking, diseasing and forcefully equipping your enemies best commander with crappy equipment.
|
November 23rd, 2006, 05:41 AM
|
|
Major
|
|
Join Date: Nov 2003
Location: Finland
Posts: 1,050
Thanks: 0
Thanked 2 Times in 2 Posts
|
|
Re: Another Death Match Balancing Idea
Really?
I guess there's also no risk or expence in spending mage-time and gems on making items for the sole purpose of sending them into the arena hoping it will hurt someone else.
Making the reward for winning the DM more widely useful would probably be good though.
__________________
Great indebtedness does not make men grateful, but vengeful; and if a little charity is not forgotten, it turns into a gnawing worm.
|
November 23rd, 2006, 07:13 AM
|
|
Sergeant
|
|
Join Date: Mar 2005
Location: France (Paris)
Posts: 227
Thanks: 1
Thanked 1 Time in 1 Post
|
|
Re: Another Death Match Balancing Idea
Quote:
Teraswaerto said:
[...]
Making the reward for winning the DM more widely useful would probably be good though.
|
Yes ! Why not different sort of reward ? Let the winner choose what he wants !
An artefact for fighter and another for mage will be great.
|
November 23rd, 2006, 07:17 AM
|
Corporal
|
|
Join Date: Nov 2006
Posts: 119
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Another Death Match Balancing Idea
I personally think the reward is crap. The weapon that is. I don't want to send any serious champ up there since he'll be cursed with that crappy trident and can't use any decent items afterwards.
|
November 23rd, 2006, 10:04 AM
|
|
Lieutenant Colonel
|
|
Join Date: Jul 2004
Location: Israel
Posts: 1,449
Thanks: 4
Thanked 8 Times in 2 Posts
|
|
Re: Another Death Match Balancing Idea
Back in dom2, when playing AE/SG Ermor I'd send a Dusk Elder (when I had one to spare = late game), so he can use the trident's quickness to make twice as many skeletons turnly in battle (This is SP of course)
Nowadays quickness no longer effects casting, so that benefit is gone :\
__________________
I'm in the IDF. (So any new reply by me is a very rare event.)
|
November 23rd, 2006, 10:08 AM
|
|
Captain
|
|
Join Date: Sep 2004
Location: France
Posts: 961
Thanks: 2
Thanked 12 Times in 8 Posts
|
|
Re: Another Death Match Balancing Idea
Not considering the 100xp when you think about the reward value is a bad idea I think. The trident is just an above average weapon, but coupled with 100 xp (+100 for each new victory) can make a thug really excellent.
After 2 death matchs won my simple bane even with a limp affliction has att 22, def 21 (4 stars (+4) , heroic ability (+3) + quickness (+3)= +10 for attack ; xp (+4) and the trident (+9 !! quickness +3 and weapon +6) def = +13 for defense, and he had to do nothing but death matchs to achieve these stats.
Anyway, I think IW should have kept the original quickness effect for the trident (only), so the item would also interest mages a lot (in this game my bane had only to kill weak commanders and the prophet of an AI nation to win, as nobody see the interest of sending casters now).
|
November 24th, 2006, 03:54 PM
|
|
National Security Advisor
|
|
Join Date: Dec 1999
Posts: 8,806
Thanks: 54
Thanked 33 Times in 31 Posts
|
|
Re: Another Death Match Balancing Idea
The first time I won the Deathmatch was with a cursed indy priest. My intention was to use someone disposable to perhaps weaken Ashen Ermor a bit, since I was worried about their growth and thought a priest might get lucky and reduce their chances of winning. I also gave him a magic bottle that summoned water elementals, and he won, becoming a hero, so I gave him some items and he became one of my more interesting hero characters.
PvK
|
November 24th, 2006, 03:59 PM
|
|
National Security Advisor
|
|
Join Date: Dec 1999
Posts: 8,806
Thanks: 54
Thanked 33 Times in 31 Posts
|
|
Re: Another Death Match Balancing Idea
I think the main problem with the Deathmatch is that the AI sends his best units there, and then of course all but one of them dies, which is a general strategic mistake, especially when mages are involved. Barring mages from competition might solve that...
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is On
|
|
|
|
|