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September 18th, 2004, 11:24 PM
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Sergeant
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Join Date: Feb 2004
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Re: Conceptual Balance Series (Mod)
Just glanced at the list. So everyone is improved except Ghost King, Prince of Death, and Allfather who are nerfed? And a few others (Moloch at least) are untouched? Interesting.
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September 18th, 2004, 11:50 PM
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First Lieutenant
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Re: Conceptual Balance Series (Mod)
If you want to count the nerfs, you might also want to include the missing head slot on the Void Lord.
Though of course, I always thought he just stuffed his facesucker in the top of all his helmets, looking like an octopus trying to get through a heating vent.
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September 19th, 2004, 12:25 AM
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First Lieutenant
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Join Date: Jul 2004
Location: California
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Re: Conceptual Balance Series (Mod)
I like what you've done to the human pretenders, I'm looking forward to trying them out! I suppose you've considered stripping the Moloch of his imps, and decided not to?
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September 19th, 2004, 12:28 AM
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Lieutenant General
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Re: Conceptual Balance Series (Mod)
you leave my imps alone you!
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September 19th, 2004, 12:37 AM
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Sergeant
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Re: Conceptual Balance Series (Mod)
Ya, I noticed the Void Lord but forgot to mention it. The Sacred Statue got an odd change that I'm not sure is a nerf or a bonus. I guess it's to differentiate the Oracle, Sphinx, and Statue a little more? Now Statue is the most versatile of the three and Oracle is the cheapest Astral 3.
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September 19th, 2004, 12:41 AM
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Lieutenant General
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Join Date: Mar 2004
Location: Albuquerque New Mexico
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Re: Conceptual Balance Series (Mod)
Hmmm. Intuitively it seems like the Skratti should maybe get its HPs bumped just a little - there's just not enough difference between it and some of the human pretenders, HP-wise.
__________________
Wormwood and wine, and the bitter taste of ashes.
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September 19th, 2004, 01:08 AM
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First Lieutenant
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Re: Conceptual Balance Series (Mod)
Quote:
Cainehill said:
Hmmm. Intuitively it seems like the Skratti should maybe get its HPs bumped just a little - there's just not enough difference between it and some of the human pretenders, HP-wise.
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I haven't really decided what role the Skratti is to play, if I could redistrict the pretenders, Giants would only have a very limited selection of Human Pretenders (Giants have a hard time calling any "Human" god).
In his current state, the Skratti has tougher stats, costs 50 and has 10/path, it's hard to not choose him if you are going for a Rainbow Pretender as Jotun, I feel.
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September 19th, 2004, 01:13 AM
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First Lieutenant
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Re: Conceptual Balance Series (Mod)
Re: Human Pretenders -
Human Pretenders are a hard cookie to balance while remaining true to flavor. They should, in effect, be powerful casters of magic but bottom of the barrel fighters (with barely enough hp to survive direct applied force, as it is with the mod)
But the changes I would like to make (Enchantment Bonus, Global Research Bonus, Auto-searching, etc) are unavailiable at current. The only way I could simulate being consummate spellcasters without drawing away from the "Demi-Gods have more FOCUS, but less variablity" that giving them lots of paths would do (You can't change the scaling of paths or that would be another great factor to make it more realistic) was to make their Encumberance so low that fatigue was less of an issue (Especially if you look at getting 4Stars of experience, which makes their Enc 0, and a very real shift between Demi-Gods and Humans for casting encumberance).
If you have ideas with the current modding tools availiable for suggestions to make Humans fit into their Dominions 2 concept, please don't hesitate to mention it.
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November 18th, 2004, 02:23 AM
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General
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Re: Conceptual Balance Series (Mod)
I'd like to make the suggestion that you might want to take another look at the pretenders available to the aquatic nations and see if you couldn't figure out something to make them a bit more interesting. They really seem to be lacking an effective monster type, as the Kraken is nowhere near as fearsome as the new dragons. The wyrm is a possibility, but he's not that unique.
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December 8th, 2004, 11:33 PM
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Captain
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Join Date: Mar 2004
Location: Italy
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Re: Conceptual Balance Series (Mod)
Magic Duel not magic duelling ...
Often the AI consider a waste to spend 1 magic pearl to deal with 1 enemy ... and refuse to.
Even if the enemy is the pretender alone and your best way to kill him is to magic duel it.
It happened that mages with an advantage of +2 or better (I tried til +4 difference beetween my and enemy astral mage) to refuse to cast magic duel, and indeed cast other crappy thing, ending in my defeat.
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- The Paladin of the Lost Causes
- The Prophet of the National Armyes
- The Enemy of the SC and all the overpowered and unbalanced things.
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