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April 2nd, 2009, 01:23 PM
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Major
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Join Date: Mar 2008
Location: Moscow, Russia
Posts: 1,045
Thanks: 177
Thanked 23 Times in 21 Posts
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Re: Conceptual Balance Mod 1.41
I'd agree about a Frost Brand. I'm making it myself, but it still feels criminal. I'd say that 10 gems and possibly Water 2 requirement would be OK...
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March 31st, 2009, 06:34 AM
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Sergeant
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Join Date: Dec 2006
Location: Australia
Posts: 202
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Re: Conceptual Balance Mod 1.41
Yeah, I was wondering about that myself. One factor is the time saving for mages. Also, they do not require the secondary paths of magic for Ritual of Five Gates.
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March 31st, 2009, 07:09 AM
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National Security Advisor
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Join Date: Sep 2003
Location: Eastern Finland
Posts: 7,110
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Thanked 153 Times in 101 Posts
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Re: Conceptual Balance Mod 1.41
Saving time of Blood mages can (at least theoretically) be transformed into increased slave income. I believe 4 B2 mages hunting instead of casting wcouldn't have much trouble catching more than 13 slaves per turn.
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April 2nd, 2009, 05:41 PM
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Major General
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Join Date: Jan 2004
Location: Columbus, OH
Posts: 2,204
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Thanked 49 Times in 31 Posts
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Re: Conceptual Balance Mod 1.41
I've always thought the difference between fire brands and frost brands was fine. Ice resistance is usually the worst of the three since favored thugs are likely to be undead and thus already immune, and more deadly/common evocation magics are straight up fire damage then straight up cold damage.
Also, the firebrand loses 4 points of damage and 1 point of defense over the frost brand, but gains armor piercing which makes a difference against high level SCs which regularly will have 25-30 armor.
Jazzepi
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April 3rd, 2009, 03:26 AM
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First Lieutenant
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Join Date: May 2008
Location: Perth, Western Australia
Posts: 731
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Re: Conceptual Balance Mod 1.41
yeah, but fire brands are a lot tougher to make
I think dwarven hammers are worse than frost brands though, seriously how many players that survive a year or 2 in a game don't have at least 1 hammer? They are exceptionally powerful in how much they can save - a hammer probably saves on average at least 3 gems per turn, so is 3x+ better than a clam, which people generally agree make for overpowering stategies. Yet a hammer is so easy to obtain, single path of 2.
10% reduction in forge cost is probably a lot more reasonable. It can gain a 2x bonus against constructs as a thematic compensation
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April 3rd, 2009, 10:28 AM
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BANNED USER
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Join Date: May 2004
Posts: 4,075
Thanks: 203
Thanked 121 Times in 91 Posts
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Re: Conceptual Balance Mod 1.41
On the one hand, increasing the cost of frost brands would nerf (slightly) Niefle. But generally water is already noncompetitive with death and astral...
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April 3rd, 2009, 02:20 PM
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Lieutenant General
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Join Date: Dec 2003
Location: Alaska
Posts: 2,968
Thanks: 24
Thanked 221 Times in 46 Posts
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Re: Conceptual Balance Mod 1.41
In regards to the cheaper low level blood spells, it's possible they might displace some high level summons, but before this they were not getting used at all. Ritual of the five gates is still theoretically good for when you don't have the cross-paths for other things, and the level 9 summons for late game when you can get the cross paths but not on a lot of mages (and of course the level 9s and the five gates save mage time). It's hard to say how all that falls out in the end, before a few games have been played to late game with the current price scheme.
As for item nerfs, I certainly agree some are way overused. But making items harder to forge is the source of much confusion and frustration. Unlike with spells, it's not clear what is going on when they are more expensive or higher research level, you only see you can't forge them when before you could. I should also note there is no good way to change price without change path requirements. Much, as I would like to (and in fact have in earlier versions), I think item nerfs are mostly off the table
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April 3rd, 2009, 01:22 PM
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Major
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Join Date: Mar 2008
Location: Moscow, Russia
Posts: 1,045
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Thanked 23 Times in 21 Posts
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Re: Conceptual Balance Mod 1.41
Actually, hammers require an Earth 3. If you mean that AFTER you research the higher level of Construction you COULD make first Earth Boots and after that, Hammer, you may also argue that Wish requires Astral 5... :P
Bonus against constructs would be useless too.
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April 3rd, 2009, 02:37 PM
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Major General
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Join Date: Jan 2004
Location: Columbus, OH
Posts: 2,204
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Re: Conceptual Balance Mod 1.41
Could you take a second look at Fata Morgana? It costs 40 more gems than Gift of Nature's Bounty, and does almost nothing. It's like a terrible version of gift of nature's bounty, Riches from Beneath, and Mechanical Militia all rolled into one. The additional PD can't damage anything so it's only good when combined with a decent amount of regular PD. The income increase is miniscule (I cast it with a nation earning 1700 gold and went up to 1900 in a test game). The resource addition is noticable, but Riches does it much better and for a tiny fraction of the cost.
By the way, why does Mechanical Miliita still cost 80 gems?
Personally I think both of these spells should get some love. Make them cheaper, and buff the effects if you can. Maybe there's some way you can make the phantom PD better for Fata? Or raise the income boost?
Jazzepi
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April 3rd, 2009, 03:23 PM
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BANNED USER
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Join Date: May 2004
Posts: 4,075
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Thanked 121 Times in 91 Posts
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Re: Conceptual Balance Mod 1.41
Beckoning should be way cheaper as well.
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