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Old October 5th, 2011, 08:53 PM
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Soyweiser Soyweiser is offline
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Default Re: Adept's Balance Mod 1.00 ready

Quote:
Originally Posted by Adept View Post
Quote:
Originally Posted by Soyweiser View Post
And other players have good troops. Attack 16 might not even be enough to dent the enemy troops reliably. Lets say marignon royal guards for example. defense 19, recruitable everywhere.
Er... the werewolf has 6 attacks due to being quikened. You did notice that they get _two_ claw attaks now? While the 50 gold royal guard may parry one or two, it's pretty much given that the werewolf will still tear up two of them / turn, and quite often four.

Nicely done, remembering that huge defence and kite shield. But that is the point anyway, the thing can be brought to bear very quickly, and shouldn't be super hard to counter. What is is is excellent value for money, especially as it's an excellent mage with movement that effectively approaches that of flying units due to the survival skill.
50? Ow right, 30 in CBM. I tend to use CBM. (I lie. I use CBM, always. Except when I test stuff for the wiki).

Of course, you also use a fire mage to cast bonds of fire on the skrattir. Causing damage, and making him lose a turn.

I don't agree with you on the movement. It is good, but flying really wins for a lot more reasons. Flying is way better. Attacking from a few provinces away is not comparable to movement the Skrattir has.

And 250 gold for a w2b2 1?wbnd mage isn't great actually. Horrible upkeep. Not super paths. (sure B gives options as a communion, but you need a few of them then). It is actually a bit overpriced then. The nature and death randoms have little use.

But why remove the slots? Why not just increase the cost to 300 gold?

Why remove the mid game options of gearing up the skrattir and say they are still very useful in wolf form by giving early game evidence that will never occur. (at the moment you have luck as a spell, and spare s1 hags, there will not be any indies left. Unless you play against horrible newbies, or gargantuan maps). Killing 10+ indy provinces doesn't mean that much. Try the same against mage supported heavy cav.

Heck try raiding with your skrattir + hag support. The hag will only be there every other turn, or it will get killed by archery or attack rear troops. So you cannot even rely on having eth+luck against players. And if you really piss somebody off with the eth/luck. 2 seeking arrows means you do not have a hag anymore. (And if you are in all out war, taking out a relatively rare s1 hag is a nice bonus, they are the most useful hag variants).

Try to use the skrattir without hag support. It will not work. Give them a vine shield, and it will work again. That isn't cheesy, it is just basic thug usage. And skrattir are one of the best thugs around. (Perhaps shishi are better ).
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