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  #1  
Old May 8th, 2012, 05:17 PM
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Default Re: Conceptual Balance Mod v1.92

No arguments from me. After all it's clear that blood benefits add up to gem income (and in late game the gold/pop loss is a minor factor).

I'm not sure how this can be balanced.
Maybe make more non B nations uber?- like MA Ulm

On a serious note. Perhaps change the B to gems hidden factor from 2:1 to 3:1?- Or maybe 5:2?
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Old May 8th, 2012, 07:41 PM

Valerius Valerius is offline
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Default Re: Conceptual Balance Mod v1.92

Quote:
Originally Posted by WraithLord View Post
I'm not sure how this can be balanced.
Maybe make more non B nations uber?- like MA Ulm
AwesomeCBM?

Quote:
Originally Posted by WraithLord View Post
On a serious note. Perhaps change the B to gems hidden factor from 2:1 to 3:1?- Or maybe 5:2?
I'm not sure I understand you. Do you mean in terms of how things are priced? Personally I've always viewed it as at least a 3:1 ratio in terms of the value of blood slaves to gems but I know 2:1 has been the more frequently used ratio.


These are areas I can think of in terms of balancing blood vs. non-blood.

Boost non-blood nations - This could certainly be done but I'd prefer not to go this route since my preference is to tone down the power level. And also, something nice I've noticed with this release of CBM is a marked lack of "nation x is hopeless" comments which is a really nice change and I don't know that I'd want to start another arms race where people feel their favorite nation now can't compete.

Nerf blood summons/spells - You could do things like have blood summons not have morale 30. I'm open to this but I think there would be considerable resistance.

Blood income - There's only so much you can do here. I guess you could play on low pop maps to inhibit blood hunting and double gold income to make up for the low pop but that's a matter of game settings, not CBM. I will say that even though I said earlier in the thread that I liked the changes to the rate of growth/death scales after seeing how it synergizes with blood magic I think this isn't a good thing.

Blood prices - Probably the most palatable way to make changes and I think you can actually get pretty far with cost changes.


So along the lines of price changes I'll throw out some specific ideas.

Claws of Kokytos/Infernal Prison - What about making them cost 2 blood slaves again? They were reduced to 1 blood slave with CBM 1.6, which was odd timing as that release also marked the removal of gem gens. I can't see any reason for these spells to have received this buff. Now it's one thing if you're MA Aby and a little over 1 in 4 cap only mages can cast this but if you're MA Jotun and 1 in 4 recruit everywhere mages can cast this out of the box and the other 3 with a single booster ... well that's a different matter. This seems like a pretty reasonable change to me.

Ritual of the Five Gates - increase cost to 30 slaves. This spell really caught my eye when D3 was released. Because it's a mid level spell that let's you summon a group of demons (and so is efficent in mage time) but also because it let's you summon demons that your mages normally couldn't. I especially like it with MA Aby but it's nice for any blood nation. I propose a 25% increase in cost.

Level 9 demon summoning spells - How about an increase from 50 slaves to 65 (a little over 25%)?

I have to say that neither of those proposed price increases for the summoning spells would put me off using them at all. Maybe that means the changes are not enough but I lean towards incremental changes so I don't think it would be a bad start.
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Old May 9th, 2012, 02:47 AM
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Default Re: Conceptual Balance Mod v1.92

Yes. I meant pricing.
I like your specific ideas re. pricing. There's something that comes to mind though. For all their strengths the demons just can't withstand opposition using many cleansing bells. Perhaps bells are the perfect counter to demons?
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Old May 9th, 2012, 03:39 AM

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Default Re: Conceptual Balance Mod v1.92

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Yes. I meant pricing.
I like your specific ideas re. pricing. There's something that comes to mind though. For all their strengths the demons just can't withstand opposition using many cleansing bells. Perhaps bells are the perfect counter to demons?
What about nations that don't have/can't forge bells? Undead have counters in fire,water, astral and death for example.

Against Blood there is 1 global that is not a direct counter bc its too weak for late game countering blood(still quite interesting:The Kindly Ones)and especally if you have more than 1 blood nation. You can not even compare that to Purgatory.

Last edited by bbz; May 9th, 2012 at 03:58 AM..
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Old May 9th, 2012, 03:55 AM
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Default Re: Conceptual Balance Mod v1.92

So why not sprinkle some bell like counters over more paths. Like astral (naturally) and nature.
No need to have counters in all paths so as not to compromise diversity by distinction.
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Old May 9th, 2012, 04:07 AM

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Default Re: Conceptual Balance Mod v1.92

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So why not sprinkle some bell like counters over more paths. Like astral (naturally) and nature.
No need to have counters in all paths so as not to compromise diversity by distinction.
Yea I completely agree with that it doesn't have to be in every path, just something else than water might be nice, as you said nature and astral might do fine. Maye fire item that casts demon cleansing at cons 8? Although I've never used Demon cleansing so I'm not sure how effective it is.

But yea those are the two options I see to balance it either higher up the prices a bit. Or put competent counters in more than 1 path.
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Old May 9th, 2012, 07:53 AM
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Soyweiser Soyweiser is offline
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Default Re: Conceptual Balance Mod v1.92

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Originally Posted by Valerius View Post
Claws of Kokytos/Infernal Prison - ... MA Jotun and 1 in 4 recruit everywhere mages can cast this out of the box and the other 3 with a single booster ...
All Skrattir can cast it in vanilla currently. They have b2, so they can use one slave to boost their path to b3, and one slave to cast the spell.

With sabbaths not requiring slaves it is a bit easy to create communions with blood.

One balancing thing we must not forget about blood is that they will usually be lacking in research. They need more magetime finding slaves, and summoning, and they have an additional path to research.
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  #8  
Old May 9th, 2012, 08:26 AM

Redeyes Redeyes is offline
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Default Re: Conceptual Balance Mod v1.92

Blood slaves can't be used to boost your path level to cast more demanding spells the way other gems can be used. You need B3 at least to cast all B3 spells.
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