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Go Back   .com.unity Forums > Illwinter Game Design > Dominions 3: The Awakening > Scenarios, Maps and Mods

 
 
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Old March 1st, 2012, 08:18 PM

Valerius Valerius is offline
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Default Re: Conceptual Balance Mod v1.92

This raises the question of why the changes to scales were made. If they were made only to impede bless builds then I can certainly see the logic of going back to the 7/3/3 increments for order/production/growth. With anti-rush counters available I don't think that would be a problem from a balance perspective. But I thought it was also intended to make each scale (especially production) be of value and break the typical pattern of order/sloth builds (even in cases where a heavy bless wasn't involved). And I think the changes were successful in doing this. So regardless of which approach you take (of toning down scales or reverting to the previous setup or a similar one) is the idea of making each scale valuable an idea worth keeping?
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