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February 17th, 2012, 09:22 AM
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National Security Advisor
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Join Date: Nov 2006
Location: Oxford, UK
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Re: Conceptual Balance Mod v1.92
LA Man also has the spell. And maybe LA Arco? Can't remember.
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February 22nd, 2012, 03:40 PM
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Major General
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Join Date: Jan 2004
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Re: Conceptual Balance Mod v1.92
Machaka needs some loaf.
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February 23rd, 2012, 02:35 AM
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Second Lieutenant
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Join Date: Jun 2009
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Re: Conceptual Balance Mod v1.92
Quote:
Originally Posted by Ragnarok-X
Machaka needs some loaf.
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Still? What weaknesses do you see in the modern Machaka?
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February 24th, 2012, 07:08 PM
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Major General
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Join Date: Jan 2004
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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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February 24th, 2012, 09:16 PM
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Second Lieutenant
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Join Date: Jun 2009
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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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February 24th, 2012, 09:46 PM
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Second Lieutenant
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Join Date: Jun 2009
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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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February 29th, 2012, 03:49 PM
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Major General
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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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March 1st, 2012, 04:38 AM
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Sergeant
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Join Date: Dec 2009
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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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March 1st, 2012, 12:39 PM
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Second Lieutenant
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Re: Conceptual Balance Mod v1.92
Quote:
Originally Posted by Knai
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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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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March 1st, 2012, 02:02 PM
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National Security Advisor
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Join Date: Nov 2006
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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.
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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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