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  #1  
Old February 17th, 2012, 09:22 AM

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

LA Man also has the spell. And maybe LA Arco? Can't remember.
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  #2  
Old February 22nd, 2012, 03:40 PM
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Default Re: Conceptual Balance Mod v1.92

Machaka needs some loaf.
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Old February 23rd, 2012, 02:35 AM

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Default Re: Conceptual Balance Mod v1.92

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Machaka needs some loaf.
Still? What weaknesses do you see in the modern Machaka?
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  #4  
Old February 24th, 2012, 07:08 PM
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Default Re: Conceptual Balance Mod v1.92

needs more variance, its not about a specific weakness.
That, and a fix for the bad spider sprite.
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  #5  
Old February 24th, 2012, 09:16 PM

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Default Re: Conceptual Balance Mod v1.92

Bad spider sprite? What's all that?

More variance as in it's too one-trick-pony-ish? I suppose they only get high nature/fire/earth/death, but that's a decent amount of stuff. You have to prioritize getting a wasteland to get Hidden in Sand astral(or spend a bunch of death gems for specters), but you can get that up too. It's pretty frustrating that they get max N3 and D2(realistically), but you can still deal with that.

Speaking of which, is the Treelord's Staff going to go down to N4? 40 gems is...a lot.
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Old February 24th, 2012, 09:46 PM

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Default Re: Conceptual Balance Mod v1.92

Witch Doctors should totally get heal-20 or something. In their description they heal the sick!
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  #7  
Old February 29th, 2012, 03:49 PM

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Default Re: Conceptual Balance Mod v1.92

One of the good things CBM has done is provide counters to rush attempts, whether they be general changes or boosts to specific nations. It's not much fun to get steamrolled by a heavy bless early and not have much you can do about it. But one side effect of this and other changes is that I think the scales + magic diversity and/or light bless build is better than ever.

What about reducing the gold bonus/penalty of each tick of the scales by 1? So order would be +/-5, production +/-3, and growth +/-1. This isn't a huge change and I expect scales builds would still be optimal but if someone wanted to try a heavy bless it would be a bit easier to justify since the discrepancy between poor scales and good scales wouldn't be quite so large.

On another note, I really like the change to the growth/death scale. Changing the percentages there really differentiates it from the other scales and I've been quite happy with the long term benefits of growth 3.
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  #8  
Old March 1st, 2012, 04:38 AM

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Default Re: Conceptual Balance Mod v1.92

There's what appears to be a minor error I noticed. Late age C'tis starts with a Tomb Priest, which they can't actually recruit. That seems off.
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  #9  
Old March 1st, 2012, 12:39 PM

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Default Re: Conceptual Balance Mod v1.92

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Originally Posted by Knai View Post
There's what appears to be a minor error I noticed. Late age C'tis starts with a Tomb Priest, which they can't actually recruit. That seems off.
Happens in vanilla game too, so it isn't really a CBM specific thing. Also I don't see it as a so weird thing since it fits the nation theme too and you can summon those rather easily with stock mages anyway too.
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  #10  
Old March 1st, 2012, 02:02 PM

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Default Re: Conceptual Balance Mod v1.92

Quote:
What about reducing the gold bonus/penalty of each tick of the scales by 1? So order would be +/-5, production +/-3, and growth +/-1. This isn't a huge change and I expect scales builds would still be optimal but if someone wanted to try a heavy bless it would be a bit easier to justify since the discrepancy between poor scales and good scales wouldn't be quite so large.
I think that's a good idea. It's not a small change though - likely to be a bit controversial I think.
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