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Old June 30th, 2007, 01:51 AM
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Saulot Saulot is offline
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Default Re: Urdheim, The Infinite Horde

Thanks for the response Sombre. Balance and flow/gameplay are my two biggest concerns. Naturally, things tend to be overbalanced before they're more in line with where they should be (Dom2 Ermor/ Dom3 Van comes to mind). Oddly enough the warchief and the med. infantry were two of my bigger concerns about being unbalanced (after the glaurung scion/ascendant). As for the warchief, there are several solutions that come to mind:
1. Increase gold cost.
2. Remove summon5, and replace with 3 or 4 summon1's (I think that would work).
3. Replace summon5 with summon1 med. infantry.
4. Replace lt. infantry summon with the much less hardy skirmishers.

I'm leaning most towards option 1. I feel like the vast numbers effect you get from the strong autosummon is quite thematic (puts the Infinite in Infinite Horde). And the great chieftains should be well paid.

On the other hand, upkeep is still a factor, and lt. infantry do drop pretty quickly. Even when sending out warchief groups (4 warchiefs supported by 1 sorceror). Often times there will be 25 casualties. This may just be against the high independent setting I play at. Will wait for more input.

As for the poison doubleshot, it does do less damage than a normal crossbow (plus has shorter range though that is somewhat irrelevant).

Possible downtweaks:
1. Lower damage from 8 to 7/6.
2. Lower precision on the doubleshot from 2 to 1/0.

I'm not sure about either one, will wait for more responses to come in.

Yes, I love the traps. Before the traps, I just felt like it was really missing something. Something kobold-like and important. Like a leg chop.

Undoubtably there will be some serious balancing going on over the next few weeks. Due to my playing style/limited MP experience, I seriously doubt I'm using some tactics/strategies/combos to full effect.
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