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May 9th, 2012, 04:21 AM
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First Lieutenant
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Join Date: Dec 2010
Posts: 624
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Re: Conceptual Balance Mod v1.92
On the second thought, direct counters might not be the best idea, This will directly affect Lanka/Yomi troops(and other nations that have recruitable demons). I don't see any problem in those troops being used, since they are not that strong(relatively speaking), and the goal here is balancing blood, so upping the prices might be a better choice.
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May 9th, 2012, 04:31 AM
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General
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Join Date: Sep 2003
Location: Tel Aviv, Israel
Posts: 3,465
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Re: Conceptual Balance Mod v1.92
direct counters should be hard to research and/or forge sufficiently so their availability targets mid to end game phase. The phase in which normal troops RoI drops and mid-high end blood summons start to come into play, such that has a significantly higher RoI.
Upping costs will work as well.
A combination of both approaches in small measures may be the optimal way to cont. addressing blood balance.
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May 9th, 2012, 05:14 AM
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First Lieutenant
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Join Date: Jun 2010
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Cut the Kindly one's cost by a lot and buff the erinyas =D, maybe move it up the research.
Also agree with giving more paths anti-demon stuff, whether anti demon damage or anti demon summons.
Apotropaic sword looks like a good weapon to hand out to cost effective summons, or summons with built in cleansing bell equipped, which solves the item modding problem and allow for path customization. Of course, it'll have to be of sufficiently high research.
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May 9th, 2012, 07:53 AM
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Colonel
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Join Date: Nov 2008
Posts: 1,735
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Re: Conceptual Balance Mod v1.92
Quote:
Originally Posted by Valerius
Claws of Kokytos/Infernal Prison - ... MA Jotun and 1 in 4 recruit everywhere mages can cast this out of the box and the other 3 with a single booster ...
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All Skrattir can cast it in vanilla currently. They have b2, so they can use one slave to boost their path to b3, and one slave to cast the spell.
With sabbaths not requiring slaves it is a bit easy to create communions with blood.
One balancing thing we must not forget about blood is that they will usually be lacking in research. They need more magetime finding slaves, and summoning, and they have an additional path to research.
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May 9th, 2012, 08:26 AM
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Second Lieutenant
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Join Date: Dec 2008
Posts: 539
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Re: Conceptual Balance Mod v1.92
Blood slaves can't be used to boost your path level to cast more demanding spells the way other gems can be used. You need B3 at least to cast all B3 spells.
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The Following 2 Users Say Thank You to Redeyes For This Useful Post:
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May 9th, 2012, 08:35 AM
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Colonel
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Join Date: Nov 2008
Posts: 1,735
Thanks: 272
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Re: Conceptual Balance Mod v1.92
Seems you are right. My bad.
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May 9th, 2012, 02:16 PM
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First Lieutenant
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Join Date: Dec 2010
Posts: 624
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Re: Conceptual Balance Mod v1.92
Quote:
Originally Posted by Finalgenesis
Cut the Kindly one's cost by a lot and buff the erinyas =D, maybe move it up the research.
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Regarding the kindly one's its cost is already quite low 30F gems I think, getting it lower might mean a cheap way to dispell someone else's global. Having more of them would not be thematic. Making them stronger is irrelevant, but I guess it can be worth it when killing high-end blood casters/weak blood thugs.
I really like the Idea of cleansing bell summons The way I see them they should have low attack and decent HP/protection to stay in battle for longer.
Last edited by bbz; May 9th, 2012 at 02:24 PM..
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May 11th, 2012, 05:49 PM
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Private
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Join Date: Jan 2011
Posts: 9
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Re: Conceptual Balance Mod v1.92
Hey,
I was messing around with EA Agartha recently, which is one of my favorite nations, and I really like what CBM has done with it, but it strikes me as kind of underwhelming how boring their underwater recruits are. It feels like a nation that's almost entirely amphibious should have something besides Wet Ones to recruit down there, even if it's just for completion's sake.
So I was wondering what the thought is about giving them some sort of Olm recruit in their underwater forts. I think Olms have a really cool aesthetic, so I'd love to see more of them, and you'd think that an underwater Agarthan fort is where you'd find them.
I'm not entirely sure what form they would take though. The wiki is down so it's tricky to check exactly what Olms are already present in the game. I know there's the Ageless Olm pretender, and the sacred Olmspawn it generates. There's also a non-sacred Olm mage hero and some Olmspawn priest-mage heroes.
Does anyone else know of any other Olms present in the game, or have an opinion on EA Agartha getting Olms in general?
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May 11th, 2012, 07:09 PM
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Colonel
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Join Date: Nov 2008
Posts: 1,735
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Thanked 120 Times in 93 Posts
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Re: Conceptual Balance Mod v1.92
I think it would be possible to make some sort of mini olm sprite. The olm spawn are more of a crossbreeding between olm and agarthians. According to the lore there should be smaller olms.
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May 11th, 2012, 11:08 PM
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Private
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Join Date: Jan 2011
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Re: Conceptual Balance Mod v1.92
Actually looking at it again, the Olm hero appears to just be a scaled down Ageless Olm sprite anyway, so there's probably no harm in scaling it farther if needed. The hero's description also says that it has "huge proportions", which being size 3 would mean that a normal sized Olm would probably be size 2. (I was also wrong before, he Olm hero is sacred, but normal Olms probably wouldn't be, as the Agarthan idea of "Sacred" seems to be "Bigger than normal")
Also thinking about it more, having Olms as normal troops would probably be a bad idea, because they have mind blasts, and giving Agartha mind blast troops would just be silly. So maybe a low level mage recruit would work better, something like 1W1E or 1W+1WE. It wouldn't open any new paths up, but it would give Agartha something to recruit if they manage to take a fort from an actual water nation.
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