Re: Conceptual Balance Mod v1.92
This was year 2 on a small map, i simply did not have any of these things.
Ghost wolves is a good idea i should have thought of that, thanks.
I did try splitting slingers into 17 groups of 6 vs 30 throwers. That worked, Tir won, but this games worst point is the micromanagement, this tactic just makes it worse, and i simply have no interest in micromanaging myself to death to win a gamey battle.
Boulders do 1 damage on their own, i had no idea what boulder effect meant, but 8 damage you say. The kills come because it hits every unit in my square, 8 points each.
I had actually fiddled around with an earth 9 bless pre-game, it certainly helps both the Tuatha and Sidhe lords and Ri, but it did not seem like enough to justify it's cost. Out smarted myself there, it would have stopped the boulder damage.
thanks for all of the ideas, but i talked with my 2 friends who also play dom3 and they also feel that CBM is poorly balanced, so we are going back to vanilla.
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