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April 4th, 2009, 02:41 AM
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Lieutenant General
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Re: Conceptual Balance Mod 1.41
Well my take on the Blood summons, is a bit more complicated.
For example, many nations already have trouble getting the large summons cast. They push for it, because although it takes significant effort and expense, the cost/benefit ratio of each cast makes up for the trouble.
With individual casts being dropped so drastically in price (I can see them being -slightly- more efficient than the large spell's base effect), it gives some nations a massive benefit, compared to others. For example Helheim/Vanheim can ultimately make good use of Storm Demons at 2 slaves apiece. Perhaps LA Ulm wants to use Storm Demons, they are relegated to their pretender, and for every 25 Demons that Vanheim is putting out, they are getting 7-8 for the same 50 slaves.
So to reiterate, I'm not saying it's not a good idea to slightly reduce the cost (7 slaves is insane for early game, I agree), but to slash costs by 60-70% on them is rather heavy handed, I think.
Also I was going to mention Leprosy. I don't know what gave the impression that it wasn't useful enough, but I always found it terrifying at 10 Death gems per cast. Hitting large armies with it (they're on the move, so no dome) can do more damage in a short time than almost any other attack. Now at 5 gems, in one game I am getting hit by ~3 per turn, and even units/mages with up to 18 MR are simply no match for it.
(Sorry if I seem overly critical about these things, though I admit, I am extremely bothered by the Leprosy change.)
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April 4th, 2009, 02:45 AM
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Major General
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Re: Conceptual Balance Mod 1.41
Quote:
Originally Posted by JimMorrison
Well my take on the Blood summons, is a bit more complicated.
For example, many nations already have trouble getting the large summons cast. They push for it, because although it takes significant effort and expense, the cost/benefit ratio of each cast makes up for the trouble.
With individual casts being dropped so drastically in price (I can see them being -slightly- more efficient than the large spell's base effect), it gives some nations a massive benefit, compared to others. For example Helheim/Vanheim can ultimately make good use of Storm Demons at 2 slaves apiece. Perhaps LA Ulm wants to use Storm Demons, they are relegated to their pretender, and for every 25 Demons that Vanheim is putting out, they are getting 7-8 for the same 50 slaves.
So to reiterate, I'm not saying it's not a good idea to slightly reduce the cost (7 slaves is insane for early game, I agree), but to slash costs by 60-70% on them is rather heavy handed, I think.
Also I was going to mention Leprosy. I don't know what gave the impression that it wasn't useful enough, but I always found it terrifying at 10 Death gems per cast. Hitting large armies with it (they're on the move, so no dome) can do more damage in a short time than almost any other attack. Now at 5 gems, in one game I am getting hit by ~3 per turn, and even units/mages with up to 18 MR are simply no match for it.
(Sorry if I seem overly critical about these things, though I admit, I am extremely bothered by the Leprosy change.)
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I'm actually surprised that spell would be made so cheap. I always thought 10 gems was a fine trade, especially with penetration gear. If you hit commanders it makes it much harder to micro, and they can get afflictions which make them drop gear that's buffing spell paths, or makes them so retarded that they can't cast their scripts (mute/feeblemind), or makes them lose an eye so that they have trouble aiming.
Jazzepi
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April 5th, 2009, 04:56 AM
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Major
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Re: Conceptual Balance Mod 1.41
Agree in both cases.
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April 7th, 2009, 03:44 PM
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Corporal
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Re: Conceptual Balance Mod 1.41
Is it me or do some of the heroes and pretenders need balancing with all of the troops they spawn? Such as the Lord of the Gates with all of the shades it spawns it becomes unstoppable!
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April 7th, 2009, 04:44 PM
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Lieutenant General
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Re: Conceptual Balance Mod 1.41
Leprosy: I'm not entirely convinced it's unbalanced at 5 gems... but I can certainly see that the effects can be rather annoying and mm inducing, so maybe it would be for the best if it were cast less.
Early Blood summons: It's a tough situation, on the one hand I'm not sure even for current prices they will see much use early, on the other hand I can see the point that they might abusable late game (and by that I mean displace other spells). The issue is, mage time is too valuable to waste on them when you first research them, but once you have everything researched all the sudden you have a huge glut of mage time. I'm not sure there is a real solution to this, but I suppose I can mess with the prices a bit again.
Lord of the Gates: I'm actually really pleased to actually get a compliant about him... he has been stacking up boosts in vain since dom2.
Out of all the troop generating pretenders/heroes he gets by far the most, but I'm not quite convinced it's overkill. I've played against several people trying to leverage the shade spam, and it's usually not to hard to use the usual undead counters on them.
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April 8th, 2009, 09:32 PM
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Major General
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Re: Conceptual Balance Mod 1.41
Quote:
Originally Posted by quantum_mechani
Leprosy: I'm not entirely convinced it's unbalanced at 5 gems... but I can certainly see that the effects can be rather annoying and mm inducing, so maybe it would be for the best if it were cast less.
Early Blood summons: It's a tough situation, on the one hand I'm not sure even for current prices they will see much use early, on the other hand I can see the point that they might abusable late game (and by that I mean displace other spells). The issue is, mage time is too valuable to waste on them when you first research them, but once you have everything researched all the sudden you have a huge glut of mage time. I'm not sure there is a real solution to this, but I suppose I can mess with the prices a bit again.
Lord of the Gates: I'm actually really pleased to actually get a compliant about him... he has been stacking up boosts in vain since dom2.
Out of all the troop generating pretenders/heroes he gets by far the most, but I'm not quite convinced it's overkill. I've played against several people trying to leverage the shade spam, and it's usually not to hard to use the usual undead counters on them.
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Damn you :O
Address the global I mentioned!
You buffed Gift of Nature's Bounty, but left Fata Morgana useless!
Jazzepi
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April 8th, 2009, 10:56 PM
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Lieutenant General
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Re: Conceptual Balance Mod 1.41
Quote:
Damn you :O
Address the global I mentioned!
You buffed Gift of Nature's Bounty, but left Fata Morgana useless!
Jazzepi
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Heh, sorry, I didn't mention Fata Morgana because I had already buffed it for next version.  I don't think Gift of Nature's Bounty is boosted any more though, seems to see a lot more use than in dom2 even without the buff.
About leprosy and black death- while they are superb at screwing somebody over they are less useful for the ultimate goal of winning. Strategies evolving around them take simply too long to come to fruition, and in black death's case ruins your spoils as well. As far as destroying armies leprosy is many times less scary than other options the late game can lob at them (any battlefield damage spell, flames from the sky). And for the purposes of any reasonable length conflict, the effect can be 90% offset simply by castings of astral healing... of course once the war is over having lots of diseased things is a mm nightmare. Given that, it will probably be 8 gems next version.
Quote:
For example, with a strong Blood income, over 14 turns you can make a raw Empowerment + Booster (total = 68 slaves w/hammer) outperform base batch spell casting. So if you get Blood started early, and take a long view, even a nation without cheap B+? mages can do better with the single casts at 2 slaves per demon. Even 3/demon isn't too bad, it's not until they cost at least 4 apiece that it's just not worth it in a reasonable amount of time.
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The problem with this analysis is that it totally ignores mage time, which is the critical factor far more than 2-3 slaves difference.
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The Following User Says Thank You to quantum_mechani For This Useful Post:
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April 9th, 2009, 06:24 AM
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Major General
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Re: Conceptual Balance Mod 1.41
Quote:
Originally Posted by quantum_mechani
Quote:
Damn you :O
Address the global I mentioned!
You buffed Gift of Nature's Bounty, but left Fata Morgana useless!
Jazzepi
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Heh, sorry, I didn't mention Fata Morgana because I had already buffed it for next version.  I don't think Gift of Nature's Bounty is boosted any more though, seems to see a lot more use than in dom2 even without the buff.
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I meant you buffed Gift of Nature's Bounty from vanilla version
I think it's fine as you have it now. It's difficult to research, and expensive castings of gift of health are more in vogue these days then extra money.
Jazzepi
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April 9th, 2009, 09:21 PM
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Lieutenant General
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Re: Conceptual Balance Mod 1.41
[quote=quantum_mechani;684751]
Quote:
About leprosy and black death- while they are superb at screwing somebody over they are less useful for the ultimate goal of winning. Strategies evolving around them take simply too long to come to fruition, and in black death's case ruins your spoils as well. As far as destroying armies leprosy is many times less scary than other options the late game can lob at them (any battlefield damage spell, flames from the sky). And for the purposes of any reasonable length conflict, the effect can be 90% offset simply by castings of astral healing... of course once the war is over having lots of diseased things is a mm nightmare. Given that, it will probably be 8 gems next version.
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Flames From the Sky is 50 gems. For this, it tends to kill less units outright, than Leprosy will Disease. The overland kill spells are HP+Prot dependent, while Leprosy is only an MR check - many more later game and elite units can survive multiple fire/ice bombardments, and yet still more than likely die to the first penetration boosted Leprosy that touches them. The spell truly is a bargain at 10D, I've seen it used to great effect multiple times now - including the current situation, where it is being entirely abused at 5D/cast.....
Quote:
Quote:
For example, with a strong Blood income, over 14 turns you can make a raw Empowerment + Booster (total = 68 slaves w/hammer) outperform base batch spell casting. So if you get Blood started early, and take a long view, even a nation without cheap B+? mages can do better with the single casts at 2 slaves per demon. Even 3/demon isn't too bad, it's not until they cost at least 4 apiece that it's just not worth it in a reasonable amount of time.
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The problem with this analysis is that it totally ignores mage time, which is the critical factor far more than 2-3 slaves difference.
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It hardly ignores mage time. To cast the big batch spells usually requires you to use your pretender, a summoned Demon Lord, or a special hero, and the use of artifact boosters. Building just 1 castle where you pump out cheapo low path demon spammers allows your big guys to do other things. For a little bit of gold and effort, you've allowed someone to exchange 7 nearly useless little no name mages, for the use of their most powerful mages. I'd do that in a heartbeat any chance I got. Dropping the cast from 7 to 2 makes that choice feasible, and economical - and it makes it virtually impossible to boost the single caster high enough to justify using the batch spell over the single spam.
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April 12th, 2009, 01:08 PM
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Sergeant
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Re: Conceptual Balance Mod 1.41
I'll just put it out there:
What is the Conceptual Balance Mod? What does it do?
Could you post this in the Original Post,
Or in a word file in the zip?
Thanks.
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