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View Poll Results: What is your stance on balance mods?
I am content with balance as it stands. 9 12.33%
I think there are balance issues, but balance mods are just to much of a hassle 10 13.70%
I think there are balance issues, but I just haven't gotten around to trying conceptual balance mods. 14 19.18%
I think there are balance issues, but conceptual balance mods don't document changes well enough. 9 12.33%
I think there are balance issues, but conceptual balance mods makes specific changes that outweigh any improvements 12 16.44%
I think they are balance issues, and I play with conceptual balance mods when I can to partially alleviate them. 19 26.03%
Voters: 73. You may not vote on this poll

 
 
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  #12  
Old December 14th, 2007, 10:18 PM
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Jazzepi Jazzepi is offline
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Default Re: Balance opinions

Quote:
djo said:
I chose "...too much hassle" for the reasons given above: too many changes to absorb. I'm not worried about most of them; I don't mind the minor changes, and I like the boosts that encourage variety (eg, I like being able to use the drakes).

What gets me are the dozen or so "gotcha's", like when you forget that a key path booster has jumped a level and you can't reach it anymore. Or when a key unit is changed enough to be strategy-changing. They come up very infrequently, but they are frustrating when they do.

I would also like better documentation, but the current docs aren't too bad.
I got hammered by the fact in CB that the normal recruitable commanders, the guys with the sword pointed upwards in one hand, are in fact, mapmove 1. This just hosed me one game when I was relying on them to move a bunch of guys. I was going through rough territory first, and I didn't realize it until I got into an area with some plains.

I do like a lot of the changes from casual observation, as we used CB mod in one game I played in, and I got rushed by a nation of demons and I was able to build several of those demon killing chimes. Which made /way/ more sense than the chimes being level 8 construction.

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