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View Poll Results: What is your stance on balance mods?
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I am content with balance as it stands.
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9 |
12.33% |
I think there are balance issues, but balance mods are just to much of a hassle
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10 |
13.70% |
I think there are balance issues, but I just haven't gotten around to trying conceptual balance mods.
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14 |
19.18% |
I think there are balance issues, but conceptual balance mods don't document changes well enough.
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9 |
12.33% |
I think there are balance issues, but conceptual balance mods makes specific changes that outweigh any improvements
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12 |
16.44% |
I think they are balance issues, and I play with conceptual balance mods when I can to partially alleviate them.
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19 |
26.03% |
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December 15th, 2007, 03:45 AM
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First Lieutenant
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Join Date: Aug 2007
Location: Honolulu HI
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Re: Balance opinions
I don't play CBMs because (in order of importance to me):
1 I like the game the way it is, more or less
2 "unbalanced" is subjective and therefore anyone elses attempt at balance will be unbalanced to someone else.
3 the learning curve and lack of documentation
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Ph'nglui mglw'nafh Cthulhu R'lyeh wgah'nagl fhtagn!
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December 15th, 2007, 07:10 PM
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General
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Join Date: May 2004
Location: Seattle, WA
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Re: Balance opinions
Quote:
Cor2 said:
2 "unbalanced" is subjective and therefore anyone elses attempt at balance will be unbalanced to someone else.
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While I agree that balance is a matter of opinion, I think its unfair to just disregard the entire process of balancing as a result. After all the goal of a balance mod is not to have every single dom3 player out there consider the game balanced - but rather to find a happy medium where most of the players think the game is improved by the mod. I think that CBM does well at this as it currently stands and that each new revision will bring it closer to its theoretical goal.
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December 16th, 2007, 12:27 AM
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First Lieutenant
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Join Date: Aug 2007
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Re: Balance opinions
Point well taken Ironhawk.
I am likely one of those minorities, but last time I tried cmb I felt it was no more or less balanced than the standard game. If it pleases most people I say hurray, I still will only play it when i must for an MP however.
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Ph'nglui mglw'nafh Cthulhu R'lyeh wgah'nagl fhtagn!
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December 16th, 2007, 01:49 PM
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Major
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Join Date: Aug 2004
Location: Salt Lake City
Posts: 1,032
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Re: Balance opinions
I pretty much only had issue with the path cost changes for boosters as well. It's by far the most complicated part of the game for me, and the manual is always open to that page - if I had a new boosting chart (yes, I'm lazy blah blah) I would be more likely to use it.
I was initially turned off by the MA Ermor priest nerf, but I realized once the "huge army of skeletal cavalry" strategy was better than, well... anything else, I couldn't agree more with it. It is instinctual to hate nerfs.
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December 16th, 2007, 03:07 PM
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Major General
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Join Date: Sep 2006
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Re: Balance opinions
Quote:
Morkilus said:I was initially turned off by the MA Ermor priest nerf, but I realized once the "huge army of skeletal cavalry" strategy was better than, well... anything else, I couldn't agree more with it. It is instinctual to hate nerfs.
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Lowering MA Ermors priest levels really hurts the nation.
A better solution would perhaps be to reduce the number of undead horseman reanimated from 5 (currently I think for a lvl3 priest), to 2 or 3 if this is possible.
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December 16th, 2007, 03:21 PM
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Major
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Join Date: Aug 2004
Location: Salt Lake City
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Re: Balance opinions
I'm almost certain reanimation isn't moddable, and that would affect the other reanimating nations as well if you could do it. Yeah, it kinda sucks, but I've tried it and Ermor seems to work on the same level as they did in Dom2. With recruitable Shadow Vestals, you could hardly call them weak.
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December 16th, 2007, 03:25 PM
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Captain
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Join Date: Sep 2004
Location: France
Posts: 961
Thanks: 2
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Re: Balance opinions
Using a #makemonster "Longdead Horseman" for unholy priests may do the trick if needed (don't have an opinion on this). They simply would have to use "summon allies" instead of "reanimation" for them.
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