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  #221  
Old February 17th, 2012, 03:54 PM
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Default Re: Conceptual Balance Mod v1.92

Quote:
Originally Posted by Shangrila00 View Post
If you have sages, every year a bunch of them will get diseased at which point they might as well be used to possess something. Occasionally, you'll get a diseased astral Black Priest. And sure, recruiting an Illuminated One solely for possession costs a fort turn, but so does recruiting a thug for nations that have them. It'll be worth it if the result is good enough. Not sure a Demon Knight would be worth it, but there should be something useful.
Recycling diseased mages is marginal. (And you never get them at the moment you want them). And recruiting thugs from forts instead of mages is suboptimal anyway. See the assassin discussions .

Demon knights are meh, get the devils. Able to command other demons, and flies. Flying rocks.

(Most recruitable thugs are mages, so they have dual role).
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  #222  
Old February 17th, 2012, 07:08 PM

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Default Re: Conceptual Balance Mod v1.92

Quote:
Originally Posted by Soyweiser View Post
Quote:
Originally Posted by Shangrila00 View Post
If you have sages, every year a bunch of them will get diseased at which point they might as well be used to possess something. Occasionally, you'll get a diseased astral Black Priest. And sure, recruiting an Illuminated One solely for possession costs a fort turn, but so does recruiting a thug for nations that have them. It'll be worth it if the result is good enough. Not sure a Demon Knight would be worth it, but there should be something useful.
Recycling diseased mages is marginal. (And you never get them at the moment you want them). And recruiting thugs from forts instead of mages is suboptimal anyway. See the assassin discussions .

Demon knights are meh, get the devils. Able to command other demons, and flies. Flying rocks.

(Most recruitable thugs are mages, so they have dual role).
Where is the assassin discussion?
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  #223  
Old February 18th, 2012, 01:29 PM

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Default Re: Conceptual Balance Mod v1.92

Question, are all heroes in CBM supposed to have 3 miscellaneous slots? Ie, is a hero with only 2 slots an oversight or intended?
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  #224  
Old February 18th, 2012, 08:35 PM

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Default Re: Conceptual Balance Mod v1.92

Edit: never mind original post not accurate

Last edited by Torgon; February 18th, 2012 at 08:58 PM..
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  #225  
Old February 22nd, 2012, 03:40 PM
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Default Re: Conceptual Balance Mod v1.92

Machaka needs some loaf.
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  #226  
Old February 23rd, 2012, 02:35 AM

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Default Re: Conceptual Balance Mod v1.92

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Machaka needs some loaf.
Still? What weaknesses do you see in the modern Machaka?
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  #227  
Old February 24th, 2012, 07:08 PM
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Default Re: Conceptual Balance Mod v1.92

needs more variance, its not about a specific weakness.
That, and a fix for the bad spider sprite.
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  #228  
Old February 24th, 2012, 09:16 PM

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Default Re: Conceptual Balance Mod v1.92

Bad spider sprite? What's all that?

More variance as in it's too one-trick-pony-ish? I suppose they only get high nature/fire/earth/death, but that's a decent amount of stuff. You have to prioritize getting a wasteland to get Hidden in Sand astral(or spend a bunch of death gems for specters), but you can get that up too. It's pretty frustrating that they get max N3 and D2(realistically), but you can still deal with that.

Speaking of which, is the Treelord's Staff going to go down to N4? 40 gems is...a lot.
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  #229  
Old February 24th, 2012, 09:46 PM

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Default Re: Conceptual Balance Mod v1.92

Witch Doctors should totally get heal-20 or something. In their description they heal the sick!
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  #230  
Old February 26th, 2012, 03:21 PM
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Default Re: Conceptual Balance Mod v1.92

Quote:
Originally Posted by Torgon View Post
Where is the assassin discussion?
Can't find a link, but assassins as recruits when you could have recruited mages has been discussed to death.

I think recruitable assassins are not worth it.
__________________
I'm acting like a high school girl /\
Bookmark these links:
http://dom3.servegame.com/wiki/
http://wolfsbane.alwaysdata.net/Spells.html
Test stuff, use the debug mod:
http://forum.shrapnelgames.com/showthread.php?t=36453
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