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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 15th, 2007, 08:39 AM

Sombre Sombre is offline
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Default Re: Balance opinions

I'm a huge fan of CBM, as people probably already know. If I could I'd play every single game with CBM turned on, but for the sake of people who play my mods, I have to test stuff in vanilla as well. That isn't to say that I don't like vanilla and it's a chore to play,.. that isn't the case at all. It's just that I agree so wholeheartedly with the /spirit/ of CBM; increasing the number of viable gameplay paths through stat tweaks.

When you have a spell or unit this is so weak no-one is using it and when it is used it's basically like throwing gems away, well that annoys me, because there's so much stuff in the game that is like that, but in terms of artwork, concept,.. flavour, whatever,.. well it kicks ***. The spirit of CBM is to allow you to use Bog Beasts and Shades and cavalry and light infantry and slime in situations where it makes sense, instead of just ignoring it because it's too weak or overpriced to actually be effective at the task it was designed for. Without these tweaks it's too easy to just throw away 90% of the stuff in the game.

Now initially CBM just seemed too huge for me to get into. I didn't understand what the broad goals and changes of the mod were - but after a little research I got right into it. In that respect, it's like Dom3 itself. You take a little leap of faith and you start to notice all the cool stuff.

My only problem with CBM is that sometimes it doesn't take things far enough, such as with summoning spells. There are so many summons in basegame that just aren't worth the gems most of the time, while a handful of summons are simply amazing. It's annoying because in MP you're effectively punished for straying from the beaten path, while in SP the AI is getting the ****ty end of th stick because it will insist on casting stuff more or less at random, thereby often picking overpriced options - another handicap it doesn't need. So instead of just making a general complaint, I've posted up a big list of suggested changes to summons. I don't expect QM to follow them or anything (unless he agrees on all of them), but hopefully it will help highlight some tweaks that can be made to improve balance.
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