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-   -   Balance on small maps (http://forum.shrapnelgames.com/showthread.php?t=31213)

KissBlade October 21st, 2006 10:20 PM

Re: Balance on small maps
 
Totally agree with Arralen, it has been agreed by the vast majority of the dom channel frequenters that bless effects are a bit too strong at the moment and the idea of sleeping/imprisoned not granting blesses is interesting. Though might call for a bit of rebalancing of some nations that seems fine with an uber bless. S&A's W5e's are devastating with a f9/w9 bless but balanced by the fact that they are relatively fragile and capital only. Van's on the other hand...

Daynarr October 21st, 2006 10:28 PM

Re: Balance on small maps
 
Actually I like idea that dormant/imprisoned pretenders give no bless effect until they wake up. It would balance things nicely.

Gandalf Parker October 21st, 2006 10:49 PM

Re: Balance on small maps
 
I agree. It seems logical, and fixes what appears to be a problem.

There would still be other reasons to take dormant but to use it for bless means you need to be banking on a long game

Ballbarian October 21st, 2006 10:58 PM

Re: Balance on small maps
 
It would certainly make the impending awakening of dormant or imprisoned gods feel more ominous. http://forum.shrapnelgames.com/images/smilies/happy.gif

Cainehill October 21st, 2006 11:30 PM

Re: Balance on small maps
 
Or, mmm, dormant pretenders giving only the minimum bless for each path until awake? It seems harsh to totally negate blessings, but if it takes 1 or 3 years for the full uber-bless to take effect, F9/W9/etc don't help with rushes, while still leaving moderate setups alone.

Going further : dormant (1 year) could give minimal bless for each bless path, while imprisoned gives none until awake, which would help balance wise, and also be thematic. A sleeping god's influence seeps through but not at full strength, while imprisoned pretenders have their influence caged until they escape.

alexti October 22nd, 2006 12:20 AM

Re: Balance on small maps
 
I think that idea of dormant/imprisoned pretenders not giving bless sounds better and better. If dormant pretender awakes at turn 13, it still in time to benefit from sacred blessed troops while giving time other strategies to prepare. So dormant pretender will still make sense with blessing strategies. Of course dormant/imprisoned pretenders are useful in other cases too. Rainbow mage is probably practical dormant, if one takes a pretender to cover missing magic or to cast big spells later, imprisoned pretender look attractive. SC pretender can also be dormant while the required spells and items are being prepared.

So it seems, that there would be plenty of options and everything would have some use if non-active pretenders wouldn't provide blessing effects. Or if they were providing only minimal effects as it was suggested.

Theonlystd October 22nd, 2006 12:31 AM

Re: Balance on small maps
 
I dont have any mp experience.


But in Sp Blessings Really makes it feel like easy mode with the dormant option

Playing with Sauromatia

Using the Ophedia Lizard calvary things. With a 9f/9w bless.

40 of those and about 40 archers killed like 130 Jotun Giants of varying kinds with all of 6calvary losses and like 10 archers...

isodea October 22nd, 2006 02:02 AM

Re: Balance on small maps
 
I support the change with the sleeping pretenders aswell. Helhirdings are strong...(thinking of my last battle with them) ouch!

Endoperez October 22nd, 2006 05:00 AM

Re: Balance on small maps
 
What about Atlantis Living Pillar rush? Or Carnute rush? Or Caelum Temple Guard rush?

Lets compare some simple things. Helhirding Vs EA Ermor' Equite of the Sacred Shroud.

Hel vs Equite
hits: 14 vs 13
prot: 10/15 vs 12/18
morl: 13 vs 13
mag.r.: 14 vs 12
str: 12 vs 11
att: 13 vs 10
def: base 14, total 19 vs base 12, total 17 BEFORE Glamour
move: 3/26 vs 2/22

Vanir also have Stealth +25 and Glamour.
Equites of the Sacred Shroud have Rejuvenation, or heal their afflictions.

Which one is better?

12 vs 20 resources.
75 vs 65 gold.



EA Ermor Principes, with 11 hp/str/att/def, cost 15 gp.
EA Helheim Huskarls, with 13 hp, 11 str, 12 att and base def 13, cost 25 gp. I'm not sure Principes bought with equal amount of gold could stand against Huskarls, even if their equipment gives them the same defence and much better protection. Of course, as recruiting Principes takes more resources, it's rare to see numbers balanced by gold cost. And of course, Vanir Huskarls are only base troops; its Hirdmen Principes should be comparable to.



I'll offer another comparison, Marverni Boar Warriors and Vanheim Vanheres.
Vanhere vs Boar Warrior

hits: 15 vs 14
prot: 12/15 vs 12/15
morl: 15 vs 13
mag.r.:14 vs 10
enc: 6 vs 5
str: 13 vs 12
att: 12/11 vs 11 after ambidext. and weapon penalties
def: 12 vs 11, before glamour
base def: 13 vs 10
move: 2/11 vs 2/10

berserk: +5 vs +3
Vanhere has Stealth +25 and Glamour.

50 gp, 15 res vs 35 gp, 15 res
Boar Warriors have better equipment. Their armor is less encumbering. They have a shield. Their final attack skill is lower than that of a dual-wielding Vanhere. Their defence with a shield is lower than that of a dual-wielding Vanhere.



It's not blesses alone. If it were, Oiorpata rushes and Equite rushes and Boar Warrior rushes would be commonplace. It's Glamour, and Stealth, and superhuman stats, and the fact that these abilities come for just 10-15 more gp. Principe is 15 gold, Hirdman is 30. If Equites and Oiorpata are 65 and 50 gp, Helhirdings should cost more than 75 gp. If Boar Warriors are 35 gp, Vanheres should cost more than 50 gp.
Another interesting comparison would be Equite of the Sacred Shroud against a White Centaur. 65 gp, light lance and better armor against 70 gp and spear and javelin, stealth, berserk, forest survival and mapmove 3, better strengh and better magic resistance. Att, def and morale are identical before berserk. Centaur Warrior's hoof is 0 dam + str, so 13 before and 16 damage after berserk, while Equite's is just 10.
Normal Equites and normal Centaur Warriors cost the same, btw.

Nerfix October 22nd, 2006 05:16 AM

Re: Balance on small maps
 
How about you people play something else than Early Age and against someone else than EA Vanheim/Helheim before you complain? EA Vanheim/Helheim are easily the most grossly overpowered nations in the whole game and they would own even with no blesses. For Umor's sake, almost all of their units have freaking Glamour!

Niefelheim is another very powerful nation because their Niefel giants have awesome stats AND they have built-in mob counter (to an extent) in the form of Chill. They would be very nasty (though cost inefficient) even without any blesses at all.

Mictlan is very, very efficient with blesses but then again, if you are a Caelum (or pretty much anyone with missile weapons) why not just buy archers and let their units perish under a rain of arrows? I didn't see A4 bless mentioned in that W9/F9 bless... Works perhaps a bit worse in action than on paper, but I'd expect that missile weapons would work fine against them. OzeLOLs excluded, because they fly. Ouch.

Early Tien's recruitable sacreds are glass cannons for 3/4ths of the game with that 1/4th being Spring. Even on spring they are vulnerable to missiles unless you take Air with that Fire and Water. Their summonable blessables are nice though.


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