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April 24th, 2012, 09:35 AM
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First Lieutenant
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Join Date: Dec 2010
Posts: 624
Thanks: 34
Thanked 23 Times in 18 Posts
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Re: Conceptual Balance Mod v1.92
yea same tests here, they don't seem to be too overwhelming.
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April 24th, 2012, 10:08 AM
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Captain
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Join Date: Sep 2009
Posts: 992
Thanks: 47
Thanked 23 Times in 19 Posts
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Re: Conceptual Balance Mod v1.92
Okay, maybe i was just upset to be facing it unexpectedly. I did play-test them though and they seemed very powerful. Lots of stuff runs when they lose so many of their buddies. Routs were very common.
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April 24th, 2012, 01:40 PM
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Second Lieutenant
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Join Date: Jun 2009
Posts: 403
Thanks: 15
Thanked 28 Times in 21 Posts
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Re: Conceptual Balance Mod v1.92
Quote:
Originally Posted by Immaculate
Okay, maybe i was just upset to be facing it unexpectedly. I did play-test them though and they seemed very powerful. Lots of stuff runs when they lose so many of their buddies. Routs were very common.
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Could you give details on what exactly you were facing(and how it worked against you)? If you commented in a game thread, feel free to link to your post there(or just copy-paste!)
I know it looks really powerful on paper. We need actual MP game experiences to use as examples, though, and the more detail we get, the better.
Sure, EA Abysia can use them fairly effectively. But in the end...they already have recruitable salamanders and guys with heat auras, so getting yet another way to deal fire damage isn't terribly a big deal for them.
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April 24th, 2012, 03:38 PM
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First Lieutenant
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Join Date: Dec 2010
Posts: 624
Thanks: 34
Thanked 23 Times in 18 Posts
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Re: Conceptual Balance Mod v1.92
I'd say hinnom can use these quite effectively.
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April 24th, 2012, 10:36 PM
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Captain
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Join Date: Sep 2009
Posts: 992
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Thanked 23 Times in 19 Posts
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Re: Conceptual Balance Mod v1.92
two demonbreds use them on my commanders during assinations and the amulet kills all my bodyguards and my guy runs. thats not too OP... well, yeah, sometimes it is... but its my SP experience that made it look pretty tough.
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April 25th, 2012, 04:24 PM
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Second Lieutenant
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Join Date: Jun 2009
Posts: 403
Thanks: 15
Thanked 28 Times in 21 Posts
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Re: Conceptual Balance Mod v1.92
Quote:
Originally Posted by Immaculate
two demonbreds use them on my commanders during assinations and the amulet kills all my bodyguards and my guy runs. thats not too OP... well, yeah, sometimes it is... but its my SP experience that made it look pretty tough.
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Remember that every Demonbred he makes is one non-fire caster he will never see, which is huge for EA Abysia.
I think some fancy scripting on your part can also help to deal with this--don't have one group of bodyguards then. Arrange it so the demonbred will hit a single target first to deal with his aoe and you will suddenly stop having problems.
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April 25th, 2012, 05:01 PM
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Second Lieutenant
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Join Date: Dec 2008
Posts: 412
Thanks: 19
Thanked 18 Times in 5 Posts
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Re: Conceptual Balance Mod v1.92
I am curious, do people use the Ryujin a lot as the LA Jomon. We have a MA Mod which allows people to hire them from the capital, and people argue that they don't see much need for them. I'd like to point out, that the MA Jomon also has only slow moving mages, like LA Jomon, and are similar in many way, so the Ryujin play the same role for the MA Jomon as the LA Jomon.
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April 25th, 2012, 11:30 PM
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General
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Join Date: Oct 2007
Posts: 3,007
Thanks: 171
Thanked 206 Times in 159 Posts
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Re: Conceptual Balance Mod v1.92
It's harder to use them as LA Jomon because of the UW fort requirement, but they're absolutely used and useful, in both nations. Having super-mobile battlemages is a Big Deal, and ryujin give you access to a couple of powerful spells that are difficult for you elsewise. Saigu are a better deal for you for just plain path access, but make no mistake that Ryujin are a powerful, if pricy, aspect of the jomonese arsenal.
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April 28th, 2012, 05:40 PM
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Second Lieutenant
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Join Date: Jun 2011
Posts: 435
Thanks: 18
Thanked 3 Times in 3 Posts
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Re: Conceptual Balance Mod v1.92
Quote:
Originally Posted by earcaraxe
actually its 260 gold, but the EA version is only 60.
now i have run some test, with the ma demonbred. without bless - according to my tests - and only equipped with a medallion he loses to 21 (independent) light infantry+heavy infantry nearly always. i didnt use any spells, but we are talking about early game, arent we? and he doesnt have much buffs to use with F2B2H2.
if i research a little to get to constr 2 and fire plate and helmet, then he becomes a little more succesful, about half the time he beats the 21 heavy inf+light inf. how are u (or ur opponent) doing ur thing?
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Acutally, how does the amulet interact with Phonix pyre?
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April 29th, 2012, 04:32 PM
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BANNED USER
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Join Date: Apr 2012
Posts: 92
Thanks: 6
Thanked 2 Times in 2 Posts
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Re: Conceptual Balance Mod v1.92
.02: I 've always thought that gem generating globals that give bonuses in the same gem type were destabilizing.
ie., the Oak costs nature gems and returns nature gems -- if you keep it up for a few turns, you are strongly likely to be able to keep it up.
Has any thought been made to making global gem generators cross typed.. Ie., a casting a 30 water global might generate you air....
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