.com.unity Forums
  The Official e-Store of Shrapnel Games

This Month's Specials

Raging Tiger- Save $9.00
World Supremacy- Save $9.00

   







Go Back   .com.unity Forums > Illwinter Game Design > Dominions 2: The Ascension Wars > Scenarios, Maps & Mods

Reply
 
Thread Tools Display Modes
  #31  
Old October 5th, 2005, 03:05 PM

Oversway Oversway is offline
First Lieutenant
 
Join Date: Feb 2005
Posts: 693
Thanks: 0
Thanked 0 Times in 0 Posts
Oversway is on a distinguished road
Default Re: Conceptual Balance Mod 5.0

Isn't frozen heart castable underwater? I think you overlooked that one. Numbness, and sailors death, too. I'm not sure why you restricted it to evocation only...

He already was water-earth. I'm not really sure why people wanted to change it, I guess to be more interesting.

I'd say that earth or air make for a better SC than death or nature, although nature wouldn't be that awful.

---

I see drakes used more as well. I think the buffs are great for them. Not sure about the gem cost. Since they are such a low level summon, usually people get better options and so don't summon many of them.

--

Anyways I'll be happy with whatever is done. I think this mod is a great improvement over the base game.
Reply With Quote
  #32  
Old October 5th, 2005, 06:33 PM
Endoperez's Avatar

Endoperez Endoperez is offline
National Security Advisor
 
Join Date: Sep 2003
Location: Eastern Finland
Posts: 7,110
Thanks: 145
Thanked 153 Times in 101 Posts
Endoperez is on a distinguished road
Default Re: Conceptual Balance Mod 5.0

Quote:
Oversway said:
Isn't frozen heart castable underwater? I think you overlooked that one. Numbness, and sailors death, too. I'm not sure why you restricted it to evocation only...

To tell the truth, I was being lazy.

Quote:

He already was water-earth. I'm not really sure why people wanted to change it, I guess to be more interesting.

---
I see drakes used more as well. I think the buffs are great for them. Not sure about the gem cost. Since they are such a low level summon, usually people get better options and so don't summon many of them.

--

Anyways I'll be happy with whatever is done. I think this mod is a great improvement over the base game.
I haven't yet used this mod much, but it does add a new level of experimentation to the whole game. That alone is worth it, and with the addition of more gold/gem-efficient choices... Great fun!
Reply With Quote
  #33  
Old October 6th, 2005, 07:42 AM

PDF PDF is offline
Colonel
 
Join Date: Apr 2002
Location: Near Paris, France
Posts: 1,566
Thanks: 0
Thanked 0 Times in 0 Posts
PDF is on a distinguished road
Default Re: Conceptual Balance Mod 5.0

Quote:
Turin said:
I think that the problem with the vine ogre isnīt the vine ogre himself, but rather the ivy kings. I doubt anyone complains about precious n3 mages forging an ivy crown and then using their time getting 2 ogres per turn. Especially when you compare them to lamias.

The ivy king on the other hand doubles that efficiency and is already a bargain summon. A very high hp, no encumbrance n3 mage for only 20 gems is really sweet.

Regarding the drakes, I find all of them to costly with the exception of the cave drake, which makes an excellent tank. The others should drop to 6 gems in price.

As for Scs/thugs, the nerf to lifedrain weapons makes them a bit less dominant, Ice and arch devils are fine now imho, but banelords are still to cheap. I would raise the price to 20 gems.
About Ivy Kings and Ogres, it's exactly the problem.
And Ivy Kings should *not* be able to "reproduce" so easily, so have N2 instead of 3 and cost a little more.
Ogres should be back to their base stats and costs 2 or 3 gems.
I don't see any Drakes in my games, and IMHO they should cost 4 to 6, no more. Who'll care to have such high-cost, one-per-summoning, sort of critters except in the very early game - where gems are quite scarce ?

ID/AD are still very powerful, and too easy to get by non blood nations, I suggest to make them B4W3/B4F3.
Also Devils are still too strong : "real" devils should have some less HP (32, like a Jotun) and morale 15 for all kind of devils, 18 still makes them rather unbreakable.

Maybe I'm going to make my own mod ...
Reply With Quote
  #34  
Old October 6th, 2005, 11:26 AM

quantum_mechani quantum_mechani is offline
Lieutenant General
 
Join Date: Dec 2003
Location: Alaska
Posts: 2,968
Thanks: 24
Thanked 221 Times in 46 Posts
quantum_mechani is on a distinguished road
Default Re: Conceptual Balance Mod 5.0

Quote:
PDF said:
Quote:
Turin said:
I think that the problem with the vine ogre isnīt the vine ogre himself, but rather the ivy kings. I doubt anyone complains about precious n3 mages forging an ivy crown and then using their time getting 2 ogres per turn. Especially when you compare them to lamias.

The ivy king on the other hand doubles that efficiency and is already a bargain summon. A very high hp, no encumbrance n3 mage for only 20 gems is really sweet.

Regarding the drakes, I find all of them to costly with the exception of the cave drake, which makes an excellent tank. The others should drop to 6 gems in price.

As for Scs/thugs, the nerf to lifedrain weapons makes them a bit less dominant, Ice and arch devils are fine now imho, but banelords are still to cheap. I would raise the price to 20 gems.
About Ivy Kings and Ogres, it's exactly the problem.
And Ivy Kings should *not* be able to "reproduce" so easily, so have N2 instead of 3 and cost a little more.
Ogres should be back to their base stats and costs 2 or 3 gems.
I don't see any Drakes in my games, and IMHO they should cost 4 to 6, no more. Who'll care to have such high-cost, one-per-summoning, sort of critters except in the very early game - where gems are quite scarce ?

ID/AD are still very powerful, and too easy to get by non blood nations, I suggest to make them B4W3/B4F3.
Also Devils are still too strong : "real" devils should have some less HP (32, like a Jotun) and morale 15 for all kind of devils, 18 still makes them rather unbreakable.

Maybe I'm going to make my own mod ...
Hmm... I'm not sure I understand, I thought you were criticizing the mod for being _too_ extreme?

I don't know why you don't see drakes in your games, probably play to big of maps? When you are in conflict around turn 20 or before they are highly useful.

Your suggested nerf to the ivy king would nerf him to oblivion, and the ogres would be rarely if ever used.
Reply With Quote
  #35  
Old October 6th, 2005, 01:36 PM

PDF PDF is offline
Colonel
 
Join Date: Apr 2002
Location: Near Paris, France
Posts: 1,566
Thanks: 0
Thanked 0 Times in 0 Posts
PDF is on a distinguished road
Default Re: Conceptual Balance Mod 5.0

QM,
I criticized the mod for having nerfed things that did'nt require it/were not unbalancing. OTOH I've noticed that some things were still too strong, mostly Blood Summons (Elem Rulers went up to Conj7/path7, ID only to Blood6/B3W3)

As for my nerfs, why would having IK only nature-2 and not capable of summoning easily their own kind so bad as to make them useless ? (and BTW, another, less nerfing, way to make it would be to make the summon Nat5 )
And even at 3 gems/spell, VO summoned by batches of 3-4 would still make very cheap and good chaff. What can you have in such great number for such a low price ?
About drakes, maybe they're useful on turns 15-20, but as I wrote, how many will you make with the poor gem income you get at that stage ? And noone will make them anymore once they have a decent research/gem income ...
Reply With Quote
  #36  
Old October 6th, 2005, 02:02 PM

quantum_mechani quantum_mechani is offline
Lieutenant General
 
Join Date: Dec 2003
Location: Alaska
Posts: 2,968
Thanks: 24
Thanked 221 Times in 46 Posts
quantum_mechani is on a distinguished road
Default Re: Conceptual Balance Mod 5.0

Quote:
PDF said:
QM,
I criticized the mod for having nerfed things that did'nt require it/were not unbalancing. OTOH I've noticed that some things were still too strong, mostly Blood Summons (Elem Rulers went up to Conj7/path7, ID only to Blood6/B3W3)

As for my nerfs, why would having IK only nature-2 and not capable of summoning easily their own kind so bad as to make them useless ? (and BTW, another, less nerfing, way to make it would be to make the summon Nat5 )
And even at 3 gems/spell, VO summoned by batches of 3-4 would still make very cheap and good chaff. What can you have in such great number for such a low price ?
About drakes, maybe they're useful on turns 15-20, but as I wrote, how many will you make with the poor gem income you get at that stage ? And noone will make them anymore once they have a decent research/gem income ...
As the matter of fact, elemental royalty is back to 5, while IDs remain nerfed. And yes, making ivy kings more expensive and n2 would make them pretty much useless. Making them take an n5 mage would by ok, but if you see it as an abuse it would just restrict/delay the abuse for a few nations. I would not pay 1 gem for a vine ogre most of the time, when you figure in the difficulty of getting an n3 mage and an ivy crown. Though, I suppose I could make the ogre spell 2 gems and see how that works out.

Gem income may be relatively low early in the game, but by turn ten your start site has usually produced 50 gems that remain unspent. If you are in an early war it very much pays to pour those into drakes and similar summons. And yes, they will be rarely used once you research better spells, but what would be the point of research if you did not get better things? I believe the low research niche was all thy were intended to fill in the first place.
Reply With Quote
  #37  
Old October 6th, 2005, 02:44 PM
Edi's Avatar

Edi Edi is offline
National Security Advisor
 
Join Date: Oct 2003
Location: Helsinki, Finland
Posts: 5,425
Thanks: 174
Thanked 695 Times in 267 Posts
Edi is on a distinguished road
Default Re: Conceptual Balance Mod 5.0

I actually like the cave drakes least of all of them. High prot and lots of HP, yes, but low defense and not such a spectacular damage. The frost and fire drakes, on the other hand, ain't nothing like them early on to blast away the dirt and chaff. Just a few with a screen of infantry out front will be murder on indies or even early armies of other players. Though gem cost 6 or 7 would make them slightly more attractive than they are even now.

The elem royals could perhaps be at #6 if they need adjustment?

Edi
Reply With Quote
  #38  
Old October 9th, 2005, 12:28 AM
archaeolept's Avatar

archaeolept archaeolept is offline
Lieutenant General
 
Join Date: Feb 2004
Posts: 2,687
Thanks: 20
Thanked 54 Times in 39 Posts
archaeolept is on a distinguished road
Default Re: Conceptual Balance Mod 5.0

i'd up the ivy kings to 25 maybe, but that's all
Reply With Quote
  #39  
Old October 9th, 2005, 04:14 AM
Graeme Dice's Avatar

Graeme Dice Graeme Dice is offline
General
 
Join Date: Nov 2000
Posts: 3,013
Thanks: 17
Thanked 25 Times in 22 Posts
Graeme Dice is on a distinguished road
Default Re: Conceptual Balance Mod 5.0

Quote:
PDF said:
About Ivy Kings and Ogres, it's exactly the problem.
Why do so many people think that vine ogres are so dangerous when they are only slightly more useful than the infinite skeletons from raise skeleton?

Quote:
ID/AD are still very powerful, and too easy to get by non blood nations, I suggest to make them B4W3/B4F3.
A SC without effective lifedraining can be taken out quite easily by your elite national troops. The devil commanders can never be made 0 encumbrance, so they will always tire out eventually.
Reply With Quote
  #40  
Old October 9th, 2005, 05:44 PM

quantum_mechani quantum_mechani is offline
Lieutenant General
 
Join Date: Dec 2003
Location: Alaska
Posts: 2,968
Thanks: 24
Thanked 221 Times in 46 Posts
quantum_mechani is on a distinguished road
Default Re: Conceptual Balance Mod 5.0

Quote:
Graeme Dice said:

A SC without effective lifedraining can be taken out quite easily by your elite national troops. The devil commanders can never be made 0 encumbrance, so they will always tire out eventually.
Not quite, properly equipped (including regeneration and reinvigorating), few national troops alone would be capable of defeating them.
Reply With Quote
Reply

Bookmarks


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump


All times are GMT -4. The time now is 02:44 PM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2024, Shrapnel Games, Inc. - All Rights Reserved.