|
|
|
|
 |

August 18th, 2009, 03:32 PM
|
|
Captain
|
|
Join Date: Apr 2004
Location: France
Posts: 820
Thanks: 4
Thanked 33 Times in 24 Posts
|
|
Re: Conceptual Balance Mod 1.5
From another thread:
Quote:
CB is ever a work a work in progress, certainly not every change turns out to be a good one. But corrections usually take feedback and debate on the subject, something that crops up suprisingly rarely. It doesn't generally take a lot reverse a CB change, a good argument or just a number of people all agreeing the change is bad.
Of course, perhaps if you consider half of all CB changes unbalanced this may seem far too steep a road to travel. If you still play in CB games though, seems worth a little effort though.
Oh, and I don't really think balance discussion is far off topic in a game thread, after all most balance has a direct effect on the very game we are playing.
|
I don't think half of the changes are unbalanced. I think there are a few changes which unbalance a lot.
I think EA Agartha is made worthless by CBM, and it's one of my favorite EA nations.
I dislike the fact that I learnt stuff in Vanilla and must learn anew in CBM, but that's just me being lazy.
I also dislike the fact that some changes turn nations into very different beasts between vanilla and CBM (Bogarus and horrors strategy coming to mind).
I know that CBM is popular, and so popular that most games are CBM now and no longer CBM, which I regret for the abovementioned reasons. I can see that there's been a lot of work put in it, and a lot of thinking too.
Now that you've heard my gripes, here is some hopefully constructive feedback and questions.
Be warned, this will be long. I'm picking from the changelog.
Also note I do not have extensive MP experience so I may be doing things that are considered worthless or stupid by better players.
I hope you won't consider this list of "I don't like" offensive, I wouldn't write it if I didn't think CBM is a good work. I'm also not commenting on the good changes because, actually there'd be too much to say.
-Gloves of the gladiator number of attacks increased: Was it really needed? I had some success with these in Vanilla.
-Amphiptere a commander: I know they aren't worth much but flavor wise I don't understand why thy are commanders.
-Cheaper titan pretenders: Not sure it was needed.
-Phoenix turned into an early expansion machine. I think it's cheap for what it provides. I think someone who wants an early expansion machine should pick a great white bull and I'm not sure it's still worth buying even in CBM?
-independant commanders slightly more expensive: I don't like. Sure, national non mage commanders aren't recruited, but paying 10 or 20 more for an indie leader won't change that. I pay 60 in vanilla to get a knight commander on turn 2 if I can't have another indie commander, so making them cost 50 or 60 wouldn't change my priorities but upset me a lot. I don't think changing the price of indy commanders fixes the problem of not recruiting nationals, so it should be dropped or another solution found.
-staff of corrosion: I'm not sure it changes much to lower its level. When playing T'ien Ch'i, I often have mages cast acid bolts or rain. They can forge the staff, but since they often lead armies themselves, there's noone to give the staff to. If it cost less gems, I migth give it to an indie commander, but then between a commander + 1 mage-turn of forging + the gems and building a mage that can cast acid bolt, I don't really find it interesting. Of course, T'ien Ch'i acid-able mages are capital only so on a big map it may be different, but I'll generally prefer a mage over a commander + 1 mage-turn + a 15-gem-item. Right now I think the change makes Construction more interesting than Evocation, and I don't think it's needed.
-catoblepas: I liked them at 15, but if they aren't used much mayb ethey were too expensive.
-eater of the dead: Do the changes make it more interesting to summon one considering it's always going to backfire and looks even worse when feral now?
-slime: ok it was mostly useless, but it was the only spell some water mages could cast and they would cast it. What does the change try to accomplish? Make water magic somewhat useful in combat at low Evocation? Why?
-blindness: Isn't 2 a bit early?
-ligthning bolt: Why make it weaker?
-the kindly ones: when someone casts that and I have blood mages, I want to dispel it asap. It usually costs me 3 mages before I can dispel, whihc costs at least 30 gems. Having the spell cost only 30 means I should always cast it and cast it again every turn if an opponent of mine plays blood since we'll both lose 30 gems but he'll also lose 3 mages. So I think it's so cheap it's a no-brainer and should always be cast is possible, unless all global enchantment slots are used by or needed for other enchantments.
-call lesser horror: I don't like the change. It turns SB into horror nations from the get go. Maybe I should just try to use it, but I think horrors should be R'lyeh only, and I don't think it's thematic for Bogarus to be horror casters.
-Heavenly Fires: I spammed them at 10 mana. At 8 it seems too cheap.
-Celestial Soldiers: Half-cost is a bit exaggerated in my opinion. I agree 15 was a lot, but 10 would be nice without lowering that much.
-Umbral: This just ruins EA Agartha imo. What do they have left to try to survive? Even the Barathrus Pact boost doesn't do much to change the situation. Lower gold prices for some troops don't mitigate their crappiness.
-Zmey: If those flew correctly, the cost might not have to be changed? I don't understand why they move as if they didn't have flying. I'd rather increase their APs and increase the cost a bit, maybe not up to the initial 8.
-Oracle: Giving fortune teller may look thematic, but I don't think it has any effect except boosting an already strong choice.
-Titan female: Why does hse get a research bonus superior to that of a sage?
-Lord of rebirth: Didn't need the boost in gems imo. He's a very good chassis for getting EN blesses and getting started in Death too, which complements well some nations he's available for.
-Grey knight: Does he need such a drastic gold decrease? I've not encountered enough to make heavy use of them, but I always wanted to build them. Probably just because I think they're cool.
-Tower guard and defender: Are Man LA so strong these need to be more expensive?
-Adonim: Ashdod can expand with 1 Adon built every turn early on and progress exponentially with these guys, yet their cost remains 400? If Talmai Elders cost more, Adonim should also cost more.
|

August 18th, 2009, 04:56 PM
|
|
BANNED USER
|
|
Join Date: Jul 2008
Location: Tacoma WA, USA
Posts: 1,314
Thanks: 103
Thanked 72 Times in 50 Posts
|
|
Re: Conceptual Balance Mod 1.5
Quote:
Originally Posted by LDiCesare
Now that you've heard my gripes, here is some hopefully constructive feedback and questions.
Be warned, this will be long. I'm picking from the changelog.
Also note I do not have extensive MP experience so I may be doing things that are considered worthless or stupid by better players.
I hope you won't consider this list of "I don't like" offensive, I wouldn't write it if I didn't think CBM is a good work. I'm also not commenting on the good changes because, actually there'd be too much to say.
-Gloves of the gladiator number of attacks increased: Was it really needed? I had some success with these in Vanilla.
Well, in the absence of complaints about being OPed, CBM changes are considered fine. I've seen a number of posts saying that GotG are only good in CBM.
-Amphiptere a commander: I know they aren't worth much but flavor wise I don't understand why thy are commanders.
Possibly, but then again, there's nothing that says they can't be either.
-Cheaper titan pretenders: Not sure it was needed.
Do YOU use the titan? He just doesn't have the utility of a number of other pretenders.
-Phoenix turned into an early expansion machine. I think it's cheap for what it provides. I think someone who wants an early expansion machine should pick a great white bull and I'm not sure it's still worth buying even in CBM?
Baalz suggested a bull for his EA Arco guide if you're wondering, see my previous post re: the phoenix. The bull is generally though considered a crappy expansion pretender, mainly because he lacks slots.
-independant commanders slightly more expensive: I don't like. Sure, national non mage commanders aren't recruited, but paying 10 or 20 more for an indie leader won't change that. I pay 60 in vanilla to get a knight commander on turn 2 if I can't have another indie commander, so making them cost 50 or 60 wouldn't change my priorities but upset me a lot. I don't think changing the price of indy commanders fixes the problem of not recruiting nationals, so it should be dropped or another solution found.
So mainly you don't like it cuz it annoys you? I wish a better solution could be found too, but it isn't that big a deal, and anything that encourages nationals is fine in my book.
-staff of corrosion: I'm not sure it changes much to lower its level. When playing T'ien Ch'i, I often have mages cast acid bolts or rain. They can forge the staff, but since they often lead armies themselves, there's noone to give the staff to. If it cost less gems, I migth give it to an indie commander, but then between a commander + 1 mage-turn of forging + the gems and building a mage that can cast acid bolt, I don't really find it interesting. Of course, T'ien Ch'i acid-able mages are capital only so on a big map it may be different, but I'll generally prefer a mage over a commander + 1 mage-turn + a 15-gem-item. Right now I think the change makes Construction more interesting than Evocation, and I don't think it's needed.
I'm confused by what your complaint here is. Is it that you still don't use it? How does it make Cons better than Evoc? A little more clarity would be appreciated.
-catoblepas: I liked them at 15, but if they aren't used much mayb ethey were too expensive.
Haven't used them yet, so I can't comment.
-eater of the dead: Do the changes make it more interesting to summon one considering it's always going to backfire and looks even worse when feral now?
Confused about your complaint here too. I'm assuming you think its still not cheap enough/easy enough to cast?
-slime: ok it was mostly useless, but it was the only spell some water mages could cast and they would cast it. What does the change try to accomplish? Make water magic somewhat useful in combat at low Evocation? Why?
Your point? Slime is great, if anything it lets your W mages cast SOMETHING semi-useful
-blindness: Isn't 2 a bit early?
It doesn't work too much against early SCs, and by the time you get to late SCs you have better things to cast. Do you use it a lot?
-ligthning bolt: Why make it weaker?
So people might use Orb Lightning, and because A magic is pretty ungodly good.
-the kindly ones: when someone casts that and I have blood mages, I want to dispel it asap. It usually costs me 3 mages before I can dispel, whihc costs at least 30 gems. Having the spell cost only 30 means I should always cast it and cast it again every turn if an opponent of mine plays blood since we'll both lose 30 gems but he'll also lose 3 mages. So I think it's so cheap it's a no-brainer and should always be cast is possible, unless all global enchantment slots are used by or needed for other enchantments.
What nation besides Machaka is going to cast this?
-call lesser horror: I don't like the change. It turns SB into horror nations from the get go. Maybe I should just try to use it, but I think horrors should be R'lyeh only, and I don't think it's thematic for Bogarus to be horror casters.
Why should horrors be R'lyeh only? Plus this makes MA Aby and Bogarus MUCH better in the early game. Its still tough to use unless you're basing a strategy on it.
-Heavenly Fires: I spammed them at 10 mana. At 8 it seems too cheap.
I don't play TC much, so IDK.
-Celestial Soldiers: Half-cost is a bit exaggerated in my opinion. I agree 15 was a lot, but 10 would be nice without lowering that much.
Same as above.
-Umbral: This just ruins EA Agartha imo. What do they have left to try to survive? Even the Barathrus Pact boost doesn't do much to change the situation. Lower gold prices for some troops don't mitigate their crappiness.
I agree to a point, but I think 6 would be fine. I would prefer that Agartha's troops get a major boost.
-Zmey: If those flew correctly, the cost might not have to be changed? I don't understand why they move as if they didn't have flying. I'd rather increase their APs and increase the cost a bit, maybe not up to the initial 8.
Haven't played Bogarus, so IDK.
-Oracle: Giving fortune teller may look thematic, but I don't think it has any effect except boosting an already strong choice.
It doesn't do much, so no big deal to me.
-Titan female: Why does hse get a research bonus superior to that of a sage?
She HAS lived quite a bit longer, and its not like anyone uses her really.
-Lord of rebirth: Didn't need the boost in gems imo. He's a very good chassis for getting EN blesses and getting started in Death too, which complements well some nations he's available for.
I'm not sure about this, but until you get a lot of people thinking its wrong, its tough to know whether its true.
-Grey knight: Does he need such a drastic gold decrease? I've not encountered enough to make heavy use of them, but I always wanted to build them. Probably just because I think they're cool.
I don't know what these grey knights are? Indies?
-Tower guard and defender: Are Man LA so strong these need to be more expensive?
Agreed here.
-Adonim: Ashdod can expand with 1 Adon built every turn early on and progress exponentially with these guys, yet their cost remains 400? If Talmai Elders cost more, Adonim should also cost more.
Agreed
|
I hope you don't take any of my comments personally. I'm just stating my reactions to them.
|

August 18th, 2009, 05:18 PM
|
|
BANNED USER
|
|
Join Date: May 2004
Posts: 4,075
Thanks: 203
Thanked 121 Times in 91 Posts
|
|
Re: Conceptual Balance Mod 1.5
-Gloves of the gladiator- loved the change.
-Amphiptere a commander: I don't understand the change but I don't care about it either. Still not used.
-Cheaper titan pretenders: good change. Still not used.
-Phoenix love the change. an alternative to the cyclops.
-catoblepas: meh.
-eater of the dead: meh.
-Slime- love the change.
-blindness: Like the change.
-ligthning bolt: Why make it weaker?Agree with the change.
-the kindly ones: I love the change to this spell. The kindly ones *will* attack your mages, rumors to the contrary. The kindly ones are fairly easily defeated.
-Heavenly Fires: I have no problem with the any of the changes to TC. I play TC extensively and find them underpowered.
-Umbral: This just ruins EA Agartha imo. Completely agree with original poster. Umbral is the ownly redeeming value in EA Agartha. And you nerfed it.
-Zmey: Cannot be used reliably due to erratic behavior in dominons.
-Bogarus, Horrors: First, horrors are not the province of Rlyeh, who has no notive access to it. It is rather the province of blood nations. Bogarus, mictlan etc. Early horrors made bogarus playable rather. However, I do think they need a national spell rather than allowing already strong nations to have equivalent access.
-Oracle bonus is thematic - I like it.
-Titan female bonus is way to strong, as I opined earlier.
-I like the Lord of Rebirth as is. He is never used in vanilla. I would like to see him extended to Agartha, Ctis, Machaka, and others to name a few.
-Agree about Man LA
-Ashdod needs a major nerf
|

August 18th, 2009, 05:30 PM
|
|
Captain
|
|
Join Date: Apr 2004
Location: France
Posts: 820
Thanks: 4
Thanked 33 Times in 24 Posts
|
|
Re: Conceptual Balance Mod 1.5
Quote:
Originally Posted by Trumanator
-Cheaper titan pretenders: Not sure it was needed.
Do YOU use the titan? He just doesn't have the utility of a number of other pretenders.
|
Yes I do. Ladies of love, lords of rebirth in particular.
Quote:
-independant commanders slightly more expensive: I don't like. Sure, national non mage commanders aren't recruited, but paying 10 or 20 more for an indie leader won't change that. I pay 60 in vanilla to get a knight commander on turn 2 if I can't have another indie commander, so making them cost 50 or 60 wouldn't change my priorities but upset me a lot. I don't think changing the price of indy commanders fixes the problem of not recruiting nationals, so it should be dropped or another solution found.
So mainly you don't like it cuz it annoys you? I wish a better solution could be found too, but it isn't that big a deal, and anything that encourages nationals is fine in my book.
|
Yes it's annoying as in not fun and that's not good in a game. You need leaders to just ferry troops around. Making them expensive isn't really a good option. It doesn't encourage nationals in my book. As I said, I would pay for a 60 gold indie leader if I can recruit a mage. I think the move is unneeded and without any good effect. It'll cost about 10 gold on first turns and that's about it. It also has very little effect for nations whose mages have good leadership.
Quote:
-staff of corrosion: I'm not sure it changes much to lower its level. When playing T'ien Ch'i, I often have mages cast acid bolts or rain. They can forge the staff, but since they often lead armies themselves, there's noone to give the staff to. If it cost less gems, I migth give it to an indie commander, but then between a commander + 1 mage-turn of forging + the gems and building a mage that can cast acid bolt, I don't really find it interesting. Of course, T'ien Ch'i acid-able mages are capital only so on a big map it may be different, but I'll generally prefer a mage over a commander + 1 mage-turn + a 15-gem-item. Right now I think the change makes Construction more interesting than Evocation, and I don't think it's needed.
I'm confused by what your complaint here is. Is it that you still don't use it? How does it make Cons better than Evoc? A little more clarity would be appreciated.
|
Yes I still don't use it. It might be useful to go for Cosntruction rather than Evoc in order to get acid bolts earlier (through item).
Quote:
-eater of the dead: Do the changes make it more interesting to summon one considering it's always going to backfire and looks even worse when feral now?
Confused about your complaint here too. I'm assuming you think its still not cheap enough/easy enough to cast?
|
It should be disposable/weaker in order to be worth the risk for summoning him. I can't think of many cases when I'd want to summon it whatever the cost right now.
Quote:
-slime: ok it was mostly useless, but it was the only spell some water mages could cast and they would cast it. What does the change try to accomplish? Make water magic somewhat useful in combat at low Evocation? Why?
Your point? Slime is great, if anything it lets your W mages cast SOMETHING semi-useful
|
If it's great, why did it need a boost? Why should water mages be able to cast something that becomes more powerful than what Earth or Fire mages can cast at the same level?
Quote:
-blindness: Isn't 2 a bit early?
It doesn't work too much against early SCs, and by the time you get to late SCs you have better things to cast. Do you use it a lot?
|
No, I don't. But having it at level 2 seems a bit too early. If it targets mages or archers, it can be nasty.
Quote:
-ligthning bolt: Why make it weaker?
So people might use Orb Lightning, and because A magic is pretty ungodly good.
|
Leaves me unconvinced. Augmenting Orb lightning range would make it better without making lightning bolt less reliable against strong humans.
Quote:
-the kindly ones: when someone casts that and I have blood mages, I want to dispel it asap. It usually costs me 3 mages before I can dispel, whihc costs at least 30 gems. Having the spell cost only 30 means I should always cast it and cast it again every turn if an opponent of mine plays blood since we'll both lose 30 gems but he'll also lose 3 mages. So I think it's so cheap it's a no-brainer and should always be cast is possible, unless all global enchantment slots are used by or needed for other enchantments.
What nation besides Machaka is going to cast this?
|
Do they have to have it cheap because they're the most likely to use it?
Quote:
-Umbral: This just ruins EA Agartha imo. What do they have left to try to survive? Even the Barathrus Pact boost doesn't do much to change the situation. Lower gold prices for some troops don't mitigate their crappiness.
I agree to a point, but I think 6 would be fine. I would prefer that Agartha's troops get a major boost.
|
Maybe 6 would be ok IF the troops got a boost.
Quote:
-Grey knight: Does he need such a drastic gold decrease? I've not encountered enough to make heavy use of them, but I always wanted to build them. Probably just because I think they're cool.
I don't know what these grey knights are? Indies?
|
Yes, indie ehteral knights. Very hard to balance/evaluate because you see them very very rarely.
|

August 23rd, 2009, 10:36 AM
|
|
First Lieutenant
|
|
Join Date: Mar 2007
Posts: 651
Thanks: 4
Thanked 8 Times in 7 Posts
|
|
Re: Conceptual Balance Mod 1.5
Quote:
Originally Posted by Trumanator
-blindness: Isn't 2 a bit early?
It doesn't work too much against early SCs, and by the time you get to late SCs you have better things to cast. Do you use it a lot?
|
Blindness is exceptionally good. Blind SC is a dead/useless SC; in CBM, any fire mage can easily counter SCs as soon as you start researching alteration. I can live with it, even though its stupid, but its stupid nonetheless.
|

August 18th, 2009, 05:30 PM
|
|
Lieutenant General
|
|
Join Date: Dec 2003
Location: Alaska
Posts: 2,968
Thanks: 24
Thanked 221 Times in 46 Posts
|
|
Re: Conceptual Balance Mod 1.5
I appreciate the feedback, I hope other people also comment on these issues.
Quote:
Originally Posted by LDiCesare
-Gloves of the gladiator number of attacks increased: Was it really needed? I had some success with these in Vanilla.
|
I have yet to see them used in any Dom 3 game, vanilla or CB. In fact I was even contemplating perhaps they are not boosted enough. Thinking about it, I think their unpopularity probably has to do with the Eye Shield, for 10n a generally more all purpose SC counter, that also lets you wield another weapon like a frost brand.
Quote:
Originally Posted by LDiCesare
-Amphiptere a commander: I know they aren't worth much but flavor wise I don't understand why thy are commanders.
|
So you have a thematic objection to them being commanders? I don't see a huge issue with it, as they are not portrayed as particularly stupid creatures, why they should not be able to act independently (they still can't lead troops).
Quote:
Originally Posted by LDiCesare
-Cheaper titan pretenders: Not sure it was needed.
|
Well, the problem is when you compare them to base game pretenders like the prince of death. More encumbrance and lack of protection make them much less suited to early expanding, so baring a few of them with a bless niche they need something to set them apart. I suppose I could have gone the other way and nerfed the best vanilla pretenders even more instead, but people already complain about those nerfs. The other question is, by making titans cheaper, what pretenders are they making unusable compared to base game?
Quote:
Originally Posted by LDiCesare
-Phoenix turned into an early expansion machine. I think it's cheap for what it provides. I think someone who wants an early expansion machine should pick a great white bull and I'm not sure it's still worth buying even in CBM?
|
Well, first off, I think it's a hard argument that the great white bull is worse of an option in CB. 50 points cheaper, and more importantly for a trample pretender -1 enc and +2 reinvig. While it competes with the phoenix in CB, the base game equally costed PoD is far tougher competition.
But beyond that, I'm not sure the phoenix is that great an expanding machine. Most expanders pretenders can reliably take a province a turn from turn 2- the phoenix simply can't. And it also fares very poorly in pretender vs pretender fights.
Quote:
Originally Posted by LDiCesare
-independant commanders slightly more expensive: I don't like. Sure, national non mage commanders aren't recruited, but paying 10 or 20 more for an indie leader won't change that. I pay 60 in vanilla to get a knight commander on turn 2 if I can't have another indie commander, so making them cost 50 or 60 wouldn't change my priorities but upset me a lot. I don't think changing the price of indy commanders fixes the problem of not recruiting nationals, so it should be dropped or another solution found.
|
That's a reasonable point, the current change doesn't do much, more a statement than anything else.
Quote:
Originally Posted by LDiCesare
-staff of corrosion: I'm not sure it changes much to lower its level. When playing T'ien Ch'i, I often have mages cast acid bolts or rain. They can forge the staff, but since they often lead armies themselves, there's noone to give the staff to. If it cost less gems, I migth give it to an indie commander, but then between a commander + 1 mage-turn of forging + the gems and building a mage that can cast acid bolt, I don't really find it interesting. Of course, T'ien Ch'i acid-able mages are capital only so on a big map it may be different, but I'll generally prefer a mage over a commander + 1 mage-turn + a 15-gem-item. Right now I think the change makes Construction more interesting than Evocation, and I don't think it's needed.
|
I don't completely understand what you are saying, it doesn't change much to lower it's level, but it makes construction more interesting than evocation?
Quote:
Originally Posted by LDiCesare
-catoblepas: I liked them at 15, but if they aren't used much mayb ethey were too expensive.
|
Even if they were decent at 15, the lack of use suggest people need a prod to look at them.
Quote:
Originally Posted by LDiCesare
-eater of the dead: Do the changes make it more interesting to summon one considering it's always going to backfire and looks even worse when feral now?
|
All i can say is I never saw one summoned before the 1.5 changes, and now I've seen it summoned twice. By the time it goes rogue it's probably tart era, at which point there are a lot of thins to smack it down.
Quote:
Originally Posted by LDiCesare
-slime: ok it was mostly useless, but it was the only spell some water mages could cast and they would cast it. What does the change try to accomplish? Make water magic somewhat useful in combat at low Evocation? Why?
|
People are always complaining water is the weakest path. But more relevantly, if I see something that is nearly useless and can try and make it so people would take it into consideration, I try to do that.
Quote:
Originally Posted by LDiCesare
-blindness: Isn't 2 a bit early?
|
The eye shield is also research 2. Also, in dom2 Mackaka used to actually start with blindness and it wasn't even that amazing of a feature.
Quote:
Originally Posted by LDiCesare
-ligthning bolt: Why make it weaker?
|
Just trying to bring it in lie with the other bolts spells. It is so much better than the others base game it's ridiculous.
Quote:
Originally Posted by LDiCesare
-the kindly ones: when someone casts that and I have blood mages, I want to dispel it asap. It usually costs me 3 mages before I can dispel, whihc costs at least 30 gems. Having the spell cost only 30 means I should always cast it and cast it again every turn if an opponent of mine plays blood since we'll both lose 30 gems but he'll also lose 3 mages. So I think it's so cheap it's a no-brainer and should always be cast is possible, unless all global enchantment slots are used by or needed for other enchantments.
|
I'm not sure it's no-brainer, because it often comes after the caster's empire as well. In fact I once even had it kill the god that cast the global, dispelling itself.
Quote:
Originally Posted by LDiCesare
-call lesser horror: I don't like the change. It turns SB into horror nations from the get go. Maybe I should just try to use it, but I think horrors should be R'lyeh only, and I don't think it's thematic for Bogarus to be horror casters.
|
I hate to break it to you, but Bogarus uses horrors quite prolifically base game as well (just the send horror kind since the battle summon is so crappy). And, in fact, R'yleh has a horribly hard time using horrors in base game or CB.
Quote:
Originally Posted by LDiCesare
-Heavenly Fires: I spammed them at 10 mana. At 8 it seems too cheap.
|
That's a pretty minor tweak to think is greatly unbalanced. I don't think I have ever heard anyone complain demons of the heavenly fire are too good.
Quote:
Originally Posted by LDiCesare
-Celestial Soldiers: Half-cost is a bit exaggerated in my opinion. I agree 15 was a lot, but 10 would be nice without lowering that much.
|
Well, I'll leave that for others to comment on, but again i have not heard any other complaints they are too good.
Quote:
Originally Posted by LDiCesare
-Umbral: This just ruins EA Agartha imo. What do they have left to try to survive? Even the Barathrus Pact boost doesn't do much to change the situation. Lower gold prices for some troops don't mitigate their crappiness.
|
This does seem to be a widely unpopular change. I still think it's justified, but maybe I will look at undoing it. Do you think +1 gem cost would be more acceptable?
Quote:
Originally Posted by LDiCesare
-Zmey: If those flew correctly, the cost might not have to be changed? I don't understand why they move as if they didn't have flying. I'd rather increase their APs and increase the cost a bit, maybe not up to the initial 8.
|
I don't understand- they seem to fly just fine.
Quote:
Originally Posted by LDiCesare
-Oracle: Giving fortune teller may look thematic, but I don't think it has any effect except boosting an already strong choice.
|
That's true, but the fortune telling is virtually useless for their traditional imprisoned bless role, while in theory making alternative strategies more viable.
Quote:
Originally Posted by LDiCesare
-Titan female: Why does hse get a research bonus superior to that of a sage?
|
Mainly, because I think she needs it more (rainbows get a bunch of extra research from magic picks). Also, it doesn't seem a goddess of knowledge should necessarily be less good at research than an uppity human sage.
Quote:
Originally Posted by LDiCesare
-Lord of rebirth: Didn't need the boost in gems imo. He's a very good chassis for getting EN blesses and getting started in Death too, which complements well some nations he's available for.
|
I'll admit, he is not horrible without the gems for some nations. But that is purely due to happenstances that they lack those paths, I was hoping to make him more an option for other nations.
Quote:
Originally Posted by LDiCesare
-Grey knight: Does he need such a drastic gold decrease? I've not encountered enough to make heavy use of them, but I always wanted to build them. Probably just because I think they're cool.
|
Indeed, I think they are very cool myself, which is why I'd like to feel like finding them is a real benefit.
Quote:
Originally Posted by LDiCesare
-Tower guard and defender: Are Man LA so strong these need to be more expensive?
|
Not exactly, but they certainly make Man's other troops look bad. Keep in mind CB is not mostly about nation balance, it's about option balance. I could look again at making the other stuff cheaper instead, but keep in mind other people have complained about troops being arbitrarily cheaper in Cb (I like to keep to rules like spear = -1 gold). It's easier to increase cost for elite troops since it's vague exactly how how much bonus stats are worth gold wise.
Quote:
Originally Posted by LDiCesare
-Adonim: Ashdod can expand with 1 Adon built every turn early on and progress exponentially with these guys, yet their cost remains 400? If Talmai Elders cost more, Adonim should also cost more.
|
That seems a reasonable change.
I am curious though, you said a few changes in CB unbalance things a lot, which of these do you think do that? Most seem like rather niche things (like national spells), thematic complaints, or even just additional change requests CB hasn't made.
|

August 19th, 2009, 05:41 AM
|
|
Captain
|
|
Join Date: Apr 2004
Location: France
Posts: 820
Thanks: 4
Thanked 33 Times in 24 Posts
|
|
Re: Conceptual Balance Mod 1.5
Quote:
|
I am curious though, you said a few changes in CB unbalance things a lot, which of these do you think do that? Most seem like rather niche things (like national spells), thematic complaints, or even just additional change requests CB hasn't made.
|
Mostly one change: umbrals. Without the change I will gladly play EA Agartha, with it I will not touch them, so it ruins an entire nation.
Also horrors. I don't think Bogarus needs them that much, and it boosts other nations without need.
I also admit that CBM needs rethinking a lot of things I learnt the hard way, and I should work more to learn it. It is not bad but makes me unhappy when I realise too late something was changed that I hadn't expected.
Quote:
Originally Posted by quantum_mechani
I appreciate the feedback, I hope other people also comment on these issues.
Quote:
Originally Posted by LDiCesare
-Gloves of the gladiator number of attacks increased: Was it really needed? I had some success with these in Vanilla.
|
I have yet to see them used in any Dom 3 game, vanilla or CB. In fact I was even contemplating perhaps they are not boosted enough. Thinking about it, I think their unpopularity probably has to do with the Eye Shield, for 10n a generally more all purpose SC counter, that also lets you wield another weapon like a frost brand.
|
I used them with a lady of love who was quite efficient with them. A frost/fire brand + shield would have been stronger. They were still useful in expanding.
Quote:
|
I don't completely understand what you are saying, it doesn't change much to lower it's level, but it makes construction more interesting than evocation?
|
If you want to get access to acid, instead of researching evocation you now research construction. I think at Cons 4 with a lower gem price it'd be better than Cons 2 with same price.
Quote:
I'm not sure it's no-brainer, because it often comes after the caster's empire as well. In fact I once even had it kill the god that cast the global, dispelling itself.
|
I think they only attack blood mages? Which can restrict the risk a lot.
Quote:
|
I hate to break it to you, but Bogarus uses horrors quite prolifically base game as well (just the send horror kind since the battle summon is so crappy). And, in fact, R'yleh has a horribly hard time using horrors in base game or CB
|
That's a mostly thematic complaint. To me horrors are yet another stuff from beyond the world like R'lyeh are. I don't understand why russian-like people would use these, particularly when they have tons of national summons. I feel they shouldn't have to use horrors. That's not so much a balance issue as something I feel unthematic.
Quote:
|
That's a pretty minor tweak to think is greatly unbalanced. I don't think I have ever heard anyone complain demons of the heavenly fire are too good.
|
I don't say it is greatly unbalanced. I just love them personally.
Quote:
|
This does seem to be a widely unpopular change. I still think it's justified, but maybe I will look at undoing it. Do you think +1 gem cost would be more acceptable?
|
Yes.
Quote:
|
I don't understand- they seem to fly just fine.
|
If I mass some of them and tell them to attack rearmost they never will unless I put some other flier in the group. They just crawl forward on the battlefield like they were turtles.
Quote:
|
Mainly, because I think she needs it more (rainbows get a bunch of extra research from magic picks). Also, it doesn't seem a goddess of knowledge should necessarily be less good at research than an uppity human sage.
|
Maybe but if you have to choose between her and the human sage, why would you pick the sage?
Quote:
Quote:
Originally Posted by LDiCesare
-Tower guard and defender: Are Man LA so strong these need to be more expensive?
|
Not exactly, but they certainly make Man's other troops look bad. Keep in mind CB is not mostly about nation balance, it's about option balance. I could look again at making the other stuff cheaper instead, but keep in mind other people have complained about troops being arbitrarily cheaper in Cb (I like to keep to rules like spear = -1 gold). It's easier to increase cost for elite troops since it's vague exactly how how much bonus stats are worth gold wise.
|
I don't think the cost change makes much of a difference with regard to other troops. Spearmen sole use was they were 'fast'. Now axe and longspears are fast too. Unless I need mobility though, I still won't buy them over tower guards so the cost of tower guards/defenders doesn't do much to increase the value of the other units.
|

August 19th, 2009, 01:49 PM
|
|
Lieutenant General
|
|
Join Date: Dec 2003
Location: Alaska
Posts: 2,968
Thanks: 24
Thanked 221 Times in 46 Posts
|
|
Re: Conceptual Balance Mod 1.5
Quote:
Originally Posted by LDiCesare
Mostly one change: umbrals. Without the change I will gladly play EA Agartha, with it I will not touch them, so it ruins an entire nation.
Also horrors. I don't think Bogarus needs them that much, and it boosts other nations without need.
I also admit that CBM needs rethinking a lot of things I learnt the hard way, and I should work more to learn it. It is not bad but makes me unhappy when I realise too late something was changed that I hadn't expected.
|
Heh, well that's a little deceptive to talk about CB unbalancing as much as helps, when the main problems only effect four out of 70+ nations (and one of them a thematic issue).
I'm really not sure what to make of your Bogarus/horror complaint, as your idea of theme seems to run directly counter to Illwinter's here. That said, on consideration I will probably make call lesser horror research level 2 instead of 1.
Quote:
Originally Posted by LDiCesare
I used them with a lady of love who was quite efficient with them. A frost/fire brand + shield would have been stronger. They were still useful in expanding.
|
The issue is not if they can be used, it's if there is always a better option or not. As far as I can see (possibly even in CB) you would almost always rather an eye shield and any random weapon than the gloves.
Quote:
Originally Posted by LDiCesare
If you want to get access to acid, instead of researching evocation you now research construction. I think at Cons 4 with a lower gem price it'd be better than Cons 2 with same price.
|
I don't think that's the case- the staves are at best a compliment to normal acid mages. It's like saying what's the point of recruiting more than one mage to cast acid bolt, more is always better (and there is generally a much harder limit on how many staves you can do than mages).
Which is not to say I'm particularly opposed to lowering the price. But if I did it would probably be because they weren't get used much as is.
Quote:
Originally Posted by LDiCesare
I think they only attack blood mages? Which can restrict the risk a lot.
|
Not always. It's not entirely clear what the formula is for who they go after, but I think they often hunt people high in the HoF.
Quote:
Originally Posted by LDiCesare
I don't say it is greatly unbalanced. I just love them personally.
|
Um, OK, not seeing the problem- you like them, they are cheaper, not greatly unbalanced.
Quote:
Originally Posted by LDiCesare
If I mass some of them and tell them to attack rearmost they never will unless I put some other flier in the group. They just crawl forward on the battlefield like they were turtles.
|
Very odd, I'll try testing it myself. I don't think I will bump them back up in cost even if the problem is fixable though.
Quote:
Originally Posted by LDiCesare
Maybe but if you have to choose between her and the human sage, why would you pick the sage?
|
The same reason anyone chooses a rainbow, for diversity, path combos and site searches. And besides that, pretenders only available to a few nations generally have to be a little better than ones available to almost everyone, or they will see almost no use.
Quote:
Originally Posted by LDiCesare
I don't think the cost change makes much of a difference with regard to other troops. Spearmen sole use was they were 'fast'. Now axe and longspears are fast too. Unless I need mobility though, I still won't buy them over tower guards so the cost of tower guards/defenders doesn't do much to increase the value of the other units.
|
I pretty much agree, I'm not very happy with how Man's troops stand (in either era). Not that I am any more happy with how they are base.
|

August 19th, 2009, 03:00 PM
|
|
Captain
|
|
Join Date: Apr 2004
Location: France
Posts: 820
Thanks: 4
Thanked 33 Times in 24 Posts
|
|
Re: Conceptual Balance Mod 1.5
Quote:
Quote:
Originally Posted by LDiCesare View Post
If I mass some of them and tell them to attack rearmost they never will unless I put some other flier in the group. They just crawl forward on the battlefield like they were turtles.
Very odd, I'll try testing it myself. I don't think I will bump them back up in cost even if the problem is fixable though.
|
After more testing, the problem is not Zmey, but fliers with a 'fire' order. Instead of jumping/flying where they could shoot, they crawl to that point. I reproduced with cockatrices ordered to fire: They moved twice before spitting. Zmeys do the same. This could be fixed by giving more AP but it would be broken since storms should cripple their movement  . Augmenting the range of the breath weapons could mitigate the effect.
|

August 19th, 2009, 04:41 PM
|
|
BANNED USER
|
|
Join Date: May 2004
Posts: 4,075
Thanks: 203
Thanked 121 Times in 91 Posts
|
|
Re: Conceptual Balance Mod 1.5
Somewhere or other, there is a whole other thread on the Zmey issue.
In my tests - they never fired - they always flew and engaged hand to hand.
there were some very good posts made about flying archers - someone speciically quoting caelum - but I do not remember the results of the conversation.
---------------------------------------------------------------
As for boosts to Agartha / Yomi - maybe QM would consider my changes?
But as for umbral I really think you need to return it to vanilla and then worry about how else to boost agartha.
----------------------------------------------------------------
As for bogarus... horrors being unthematic.. are you kidding?
Read the text on Baba Yaga... plus you have a whole series of strange creatures out of folklore...
Plus the race was inspired by russia - with Rasputin, mystics, secret societies....
Plust starets are one of the few mages innately able to summon/call horrors... Hell yes!
|
| Thread Tools |
|
|
| Display Modes |
Hybrid Mode
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is On
|
|
|
|
|