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  #61  
Old February 17th, 2008, 10:37 AM
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Default Re: Conceptual Balance Mod 1.21

Quote:
quantum_mechani said:
Actually, even though I forgot to fix that bug, I had decided to scrap the path level change anyway.
Removed it from the download.
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  #62  
Old February 22nd, 2008, 10:32 AM
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Default Re: Conceptual Balance Mod 1.21

I find the Tartarian gate at 25 a little too expensive, unless I have more chance to have a commander or maybe the level (D8 or 9 ?) should be decrease :
To make a tartarian factory, you have to plan this since the beginning : high Death pretender, maybe Construct 8 for +4D, Enchantement for Lich and Gift of Health / Reason, ...

But with an overpriced Tartarian Gate, nobody will try this strat in MP.

I think 15 gems and -1 to the casting level is better.
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  #63  
Old February 22nd, 2008, 12:44 PM

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Default Re: Conceptual Balance Mod 1.21

I still think it may be overpowered. Reall small price for what you can get, other similarly powerful beings are limited in number and cost a lot more gems. And they are not so easy to cast either.
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  #64  
Old February 23rd, 2008, 07:18 AM
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Default Re: Conceptual Balance Mod 1.21

There's not much to aim for in late game. Tartarians, Abominations and Iron Dragons, only Tartarians having a chance of being commanders and full slots.
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  #65  
Old February 24th, 2008, 12:39 AM

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Default Re: Conceptual Balance Mod 1.21

As has been stated, tartarians have no real competition, I can't imagine them not seeing action in the late game at 25 gems, or even higher.
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  #66  
Old February 24th, 2008, 08:54 AM
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Default Re: Conceptual Balance Mod 1.21

but they need very high level of Death, it's very difficult without a special pretender of the unique artefact (+4D)

perhaps decrease the price of abo and iron dragon ?
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  #67  
Old February 24th, 2008, 09:21 AM

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Default Re: Conceptual Balance Mod 1.21

Even with steep requirements it seems people are using the tart strat often and it's extremely effective, so it's arguable that they (and the other two big guys) are too hard to get.
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  #68  
Old February 24th, 2008, 04:24 PM

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Default Re: Conceptual Balance Mod 1.21

Tartarians are not that hard to get late game, you hardly need the 3d artifact. A liche with a staff, a skullface, and a ring of sorcery (or the book of black secrets, or the robe of the magi) can cast it. And it's quite possible to bootstrap your way to liches with even a little bit of death. The whole process is even easier if you can trade for some items.

Making abominations cheaper doesn't help much of anything, they already get used often, and it's not like they are any kind of direct competition to tartarians. Iron dragons I'm actually not a big fan of, I might be open to a slight price drop, but it sounds like they are getting used as is.
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  #69  
Old March 1st, 2008, 02:35 PM
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Default Re: Conceptual Balance Mod 1.21

I have a request for the next version:

Please fix the oh-so-craptacular Champion's Trident (the piece of junk you "win" in the Deathmatch competition).

It's currently not a bad weapon - 2 attacks per round & +6 defense - but it's certainly not worth risking a thug over, and definately not as good as several readily-forgable weapons.

I think simply giving it a life-drain should do the trick, like a wraithsword. The coding would be:

#selectweapon "Champion's Trident"
#partdrain
#end

I suppose I'm really asking that the Deathmatch be fixed. Right now, Deathmatches tend to be populated with impotent indy commanders, because the only real benefit to winning is the chance at a good Heroic Ability.

Conceptually, Deathmatches should be populated with thugs, not commanders. I'd personally be comfortable risking a low-level thug (Bane, maybe?) if the Trident would really improve his frontline capability.

Thoughts?
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  #70  
Old March 1st, 2008, 03:26 PM
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Default Re: Conceptual Balance Mod 1.21

I seem to recall Quantum saying that he doesn't see a problem with the Trident. It already gives quickness, so it's not useless, and it's not meant to be a key for your ultimate victory. In that regard, it's an easy way to send an expendable unit to try and claim the experience bonuses and a free magic weapon.
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