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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 November 3rd, 2006, 07:58 PM

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Default Re: Conceptual Balance Mod 0.9

Well, there's many good things, I mean things that many/most players wanted to change because over/under powered/priced , be it Hellheim nerfing or most pretender changes. Still Titaness' 25 RP bonus is so high I thought it was a typo ! .

Yet there are *many other* things that aren't "balanced", but just changed because the author wanted to change it : the remote searches at level 3 research/ path 3 totally changes the way searches could be done, but don't change the game balance at all !
Some other changes - BW nerfing and many Evo nerfs also are hard to justify as "balance changes", I didn't ever see anyone claiming BW was unbalanced...
Now for example Ulm that always was weak now looks utterly crap, with smiths unable to cast Gnome Lore without E.Boots, requiring a gem for Earthpower, and paying gems for BW !!
So they won't even have an earth gem pile to cast their FotA later in the game, poor ones...

Eventually I don't think I'll use this mod, but I still think that what we need is a simple mod rebalancing the most blatant balance issues, agreed on by at least a good part of the community, without taking this as an opportunity to make the game fit the mod author's wishes as how it should play.

QM, don't take this too harshly or as an attack on you, I recognize the effort, it's just that this mod doesn't fit my vision of a "balance mod".
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