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  #61  
Old February 6th, 2009, 09:00 AM
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Default Re: Conceptual Balance Mod 1.41

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Originally Posted by llamabeast View Post
If QM changes it though, countless frost brand fanboys will lynch him. It's a hard job being the master of CBM.
1) Frost Brands are Expensive

Bzzt! Wrong. Incorrect. There is nothing special about them.

2) But what about Crossbows?

Crossbows pwn Frost Brands! For example, see your mum. LOL


I have many more points.
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  #62  
Old February 6th, 2009, 09:07 AM

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Default Re: Conceptual Balance Mod 1.41

I concur heartily.
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  #63  
Old February 6th, 2009, 09:46 AM
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Default Re: Conceptual Balance Mod 1.41

Me too. His logic and argumentation is irrefutable.
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  #64  
Old February 10th, 2009, 01:07 PM

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Default Re: Conceptual Balance Mod 1.41

Methinks, Control spell that doesnt require an astral pearl is OP. Ungodly powerful. Compare it to the Mind Control - it requires no pearls as well, but its S4.
Also, it sort of screws constructs too much; they are supposed to be immune to such tricks unless you script your mages for control and give them pearls; in CBM they are, in fact, MORE vulnerable to mind controlling than anybody.
P.S.
Control is also down to S1 from S3 in CBM, so ANY astral mage can spam it. That's just crazy.
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  #65  
Old February 10th, 2009, 03:01 PM
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Default Re: Conceptual Balance Mod 1.41

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Originally Posted by Kuritza View Post
Methinks, Control spell that doesnt require an astral pearl is OP. Ungodly powerful. Compare it to the Mind Control - it requires no pearls as well, but its S4.
Also, it sort of screws constructs too much; they are supposed to be immune to such tricks unless you script your mages for control and give them pearls; in CBM they are, in fact, MORE vulnerable to mind controlling than anybody.
P.S.
Control is also down to S1 from S3 in CBM, so ANY astral mage can spam it. That's just crazy.
Personally, I always thought that Control should be harder to cast (ie- S5) and cost no Pearls. If it's to be brought down in power, it should retain the gem cost, for a semblance of parity of effort/effect.

I would have to agree with Kuritza, that there are 2 problems with low pathreq, and no gem cost, the first being that lower MR Magic Beings will become completely useless, as they will get grabbed immediately (far greater problem than with mundanes which are everywhere, so you have to use Enslave more tactically), but also even if the Magic Beings have very high MR, as many do, the AI may sit and uselessly spam Control when perhaps there is something that might be more effective, like Stellar Cascades.

That reminds me, maybe the Fatigue Damage on Stellar Cascades ought to be reduced slightly? Not a lot, mind you, but with a certain critical mass of mages, it becomes the most brutally effective spell against anything with a decent MR. If it is not quite as powerful, more thought will be required as to whether or not to script it (or just reduce the AOE or Precision? lowering Precision may be the best answer, it should be hard to focus the light of distant stars, no? a reduction in Precision would make it less of an "I win" against low number high power opponents, without much eroding the usefulness against massed troops).
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  #66  
Old February 14th, 2009, 12:35 AM
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Default Re: Conceptual Balance Mod 1.41

I was going to post that I think Vampire Lords are too cheap in CBM, @44 slaves, but I see it's now @55 slaves in 1.4.

So, thanks for already including this in the update!

Now how about those Frost Brands, huh?
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  #67  
Old February 17th, 2009, 09:51 AM
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Default Re: Conceptual Balance Mod 1.41

Does CBM alter blood slave production in any way?
I have B1+SDR/B2 mages getting 16 slaves a turn sometimes. I thought you got (1d6+Blood level) slaves when you blood hunt?
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  #68  
Old February 17th, 2009, 02:19 PM
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Default Re: Conceptual Balance Mod 1.41

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Originally Posted by Reay View Post
Does CBM alter blood slave production in any way?
I have B1+SDR/B2 mages getting 16 slaves a turn sometimes. I thought you got (1d6+Blood level) slaves when you blood hunt?
No, you get (Blood Level + drn) in slaves. Bear in mind, the DRN is 2d6 -repeating on 6s-, while the drn is 1d6 repeating.
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  #69  
Old February 18th, 2009, 02:31 AM
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Default Re: Conceptual Balance Mod 1.41

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Originally Posted by vfb View Post
Now how about those Frost Brands, huh?
Frost Brand fanboy here - QM, back away from the keyboard! What else am I gonna do with my water gems - start clamming? Never!
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  #70  
Old February 18th, 2009, 03:31 AM

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Default Re: Conceptual Balance Mod 1.41

CBM gives douse bonuses to bloodhenge druids.
My version tones it down a bit, but gives a bonus to the skratti pretender.
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