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  #1  
Old January 23rd, 2009, 11:10 AM

Aezeal Aezeal is offline
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Default Re: Conceptual Balance Mod 1.4

Welcome to 2009 where everything has symbols
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  #2  
Old January 23rd, 2009, 01:58 PM

llamabeast llamabeast is offline
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Default Re: Conceptual Balance Mod 1.4

It's certainly a symbolic era.
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  #3  
Old January 23rd, 2009, 04:58 PM

Sombre Sombre is offline
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Default Re: Conceptual Balance Mod 1.4

It was barely even 11 in the morning today and I'd already scarfed down like 4 of them.
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  #4  
Old January 23rd, 2009, 07:45 PM

Aezeal Aezeal is offline
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Default Re: Conceptual Balance Mod 1.4

was that before or after the alcohol and weed you promote so much
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  #5  
Old January 23rd, 2009, 09:41 PM
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archaeolept archaeolept is offline
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Default Re: Conceptual Balance Mod 1.4

i'm pretty sure it's me that promotes teh ebil weed. Stop getting your degenerates mixed up !
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  #6  
Old January 26th, 2009, 08:53 PM

Omnirizon Omnirizon is offline
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Default Re: Conceptual Balance Mod 1.4

I'd like to add that the Tomb Kind summons (690, 691, and 692) should have their Holy boosted by one each (to H2, H3, H4 respectively).

this matches what is in the manual, and as it is they cant even utilize all their nationals!

and C'tis has never won a game, so I think using that as a datapoint it's pretty clear this isn't potentially imba, and that setting their Holy so low was either a mistake made in vanilla, or uncalled for precaution.
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  #7  
Old January 27th, 2009, 04:07 AM

Trumanator Trumanator is offline
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Default Re: Conceptual Balance Mod 1.4

Quote:
Originally Posted by Omnirizon View Post
I'd like to add that the Tomb Kind summons (690, 691, and 692) should have their Holy boosted by one each (to H2, H3, H4 respectively).

this matches what is in the manual, and as it is they cant even utilize all their nationals!

and C'tis has never won a game, so I think using that as a datapoint it's pretty clear this isn't potentially imba, and that setting their Holy so low was either a mistake made in vanilla, or uncalled for precaution.
Yeah, I really want to utilize those summons, but paying 30 Death Gems for a lizard king who can reanimate is ridiculous.
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  #8  
Old January 27th, 2009, 03:27 PM

Omnirizon Omnirizon is offline
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Default Re: Conceptual Balance Mod 1.4

Quote:
Originally Posted by Trumanator View Post
Quote:
Originally Posted by Omnirizon View Post
I'd like to add that the Tomb Kind summons (690, 691, and 692) should have their Holy boosted by one each (to H2, H3, H4 respectively).

this matches what is in the manual, and as it is they cant even utilize all their nationals!

and C'tis has never won a game, so I think using that as a datapoint it's pretty clear this isn't potentially imba, and that setting their Holy so low was either a mistake made in vanilla, or uncalled for precaution.
Yeah, I really want to utilize those summons, but paying 30 Death Gems for a lizard king who can reanimate is ridiculous.
actually it's about 20 gems for kings, half that for consorts, and the difference between an H4 reanimation and H2 is less than 50%, making H2 summons more effficient for reanim factories. the only reason to go with Kings is for the H4 nationals, which with the way it is they can't even cast. that's why the proposed change.

hell, even the descrip for this particular spell reads "when a tomb king..." making it obvious that they are supposed to be H4 and were meant for the casting of this spell (the manual says so too).
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  #9  
Old January 27th, 2009, 05:21 AM

hunt11 hunt11 is offline
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Default Re: Conceptual Balance Mod 1.4

Overall the changes to Ashod are good, the only things that seems odd is the Banquet of the Dead spell, because with the current changes you need to forge magic items for your Zamzummite's to actually cast the spell, and since you lose the mage you have just lost ten death gems.
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  #10  
Old January 27th, 2009, 03:46 PM

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Default Re: Conceptual Balance Mod 1.4

My bad, going from memory. Still though, everyone talks about how precious D gems are, and those summons are EXPENSIVE!
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