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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 January 21st, 2009, 01:03 AM

chrispedersen chrispedersen is offline
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Default Re: Conceptual Balance Mod 1.4

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In the end, all CB is aiming for is for as many options as possible to be viable in some situations. Oreiads clearly are viable, and EA Arco is not terribly weak either, so I really don't see the necessity. This is totally apart from the fact I'd find more hp unthematic.
Please keep lances on wind riders. Arco *almost* has a bless strategy with them. They are cool units - and rather than remove the lance, I would lower the cost.[quote]
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Old January 25th, 2009, 09:07 PM
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Wrana Wrana is offline
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Default Re: Conceptual Balance Mod 1.4

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Originally Posted by chrispedersen View Post
[Please keep lances on wind riders. Arco *almost* has a bless strategy with them. They are cool units - and rather than remove the lance, I would lower the cost.
I'd say - make lances light AND lower cost!
ON Blindness - as I see it, it's anti-SC/thug/mage spell. Of course, Fireball is better against troopers! Still, as an incentive for Fire-based nations to research something other than Evocation...
ON Hidden in Sand - I see it as in different niche than living statues. Besides infantry which do not suffer from 4 aps, it gives you thug(s) and magic diversity. Of course, if you have national mages covering it...
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