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Seraphim
Supreme Hero
Knowledge Reaper
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posted January 06, 2008 02:45 PM |
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Edited by Seraphim at 16:14, 06 Jan 2008.
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My mod.
I have made a personal mod that I think it balances some things in the game that are not balanced in my sight.
I have put the deadly strike ability to the specreal dragon and incorporeal ability to the ghost dragon.I made other chages too like icreased the stats of the red dragon,lowered the reqirements for the dragon vault and I too the mod of Zenithale(infernomod) to bolster the stats of the demons,put expert ability to the pitlord so it gets actually somewhat usefull and increased the speed of the arch demon so its summon others ability gets usefull.
I am trying to balance it through,any ideas?
Edit: I know deadly strike is strong but I left the ai play against the buffed demons.I saw what?The hero Raven lost the game cuz the deadly strkike did not trigger even once.Same goes even for incorporeal ability.But spectral dragon has no equivalent of a ability.
Ps. I can not write posts cuz some moderator has blocked my comments this day.I have posted 20 posts yesterday and this still goes for
today.
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"Science is not fun without cyanide"
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Cepheus
Honorable
Legendary Hero
Far-flung Keeper
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posted January 06, 2008 02:48 PM |
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Sorry to say it again but I really, really don't think you can call adding Deadly Strike or Incorporeal to any tier 7 creature a good way to balance out the game. They are hugely imbalanced abilities acceptable only with either rare neutrals or exceptionally weak units.
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roy-algriffin
Supreme Hero
Chocolate ice cream zealot
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posted January 06, 2008 04:02 PM |
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The only thing that would justify deadly strike on the ghost dragons is making them unraisable through necromancy and making their dwelling cost 120 mercury
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"Am i a demon? No im a priest of the light! THE BLOODY RED LIGHT"
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oscarius
Famous Hero
*sleepy*
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posted January 06, 2008 06:58 PM |
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I can see incorperal but deadly srtike
Thats too powerful, also u would (against necro) probily meet a hero with like 1 dragon in each of 7 slots
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Need moar avatars!
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infernox880
Promising
Famous Hero
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posted January 06, 2008 07:20 PM |
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I made a page dedicated to this in the Temple of Ashan section.
I'm just going to briefly explain this to you. There are abilities that are just awesome. Did you happen to realize that only one unit in the game has Deadly Strike? And did you notice that you can't use that unit in Multiplayer games (certain exceptions, but you'll never get them in such a number that you will want to use them in the late game)? Did you every think of why?
You're not making this faction any more balanced. Incorporeal is a maybe but I would go against that as well. Just tweak their stats a little if you want, alter the costs, but leave those abilities out of this! Necropolis has enough advantages as it is.
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MrDragon
Supreme Hero
Eats people with Ketchup
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posted January 06, 2008 08:00 PM |
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Currently for as far as the game is imbalanced faction strength wise.
(Though its barely noticable)
I'd say Inferno is strongest, maybe its just my play style but I always win a lot easier as Inferno then anything else.
Necropolis is a close second and Orcs are a close third.
I'd say Dungeon is the weakest because it starts the game horribly and then despite its high class units late game already has to much of a handicap left from early game.
Inferno gating means minimal losses early so buffing inferno units and lowering gating doesn't help except make insanely powerful creatures like the succubus and cerberus even more bothersome as neutral stacks.
Necropolis starts off with weak units until it gets vampires and liches, but seeing as ALL necromancers start with raise dead and lets not forget the class special necromancy that doesn't matter.
Orcs have decent start with centaurs and their heroes have some insane punch despite not being able to even fire a eldritch arrow, then mid game their slayers, wyverns and cyclopses take over where the hero left off.
Dungeon has a horrible start because they easily suffer casualties early game, their tier 2 has a lower spawn rate then most other race tier 3s and nobody will have enough fodder worth sacrificing to the damned pit to compensate.
Dungeon heroes compensate a bit with their brilliant spellpower growth but not enough.
Note: the above will sound exaggerated, I would like to point out that its not horribly imbalanced enough to cause concern for casual play, which is what Heroes players generally are.
So creating balance mods are IMHO not very useful.
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Nelgirith
Promising
Supreme Hero
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posted January 06, 2008 09:04 PM |
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Quote: Currently for as far as the game is imbalanced faction strength wise.
(Though its barely noticable)
I'd say Inferno is strongest, maybe its just my play style but I always win a lot easier as Inferno then anything else.
Necropolis is a close second and Orcs are a close third.
I'd say Dungeon is the weakest because it starts the game horribly and then despite its high class units late game already has to much of a handicap left from early game.
Inferno gating means minimal losses early so buffing inferno units and lowering gating doesn't help except make insanely powerful creatures like the succubus and cerberus even more bothersome as neutral stacks.
Necropolis starts off with weak units until it gets vampires and liches, but seeing as ALL necromancers start with raise dead and lets not forget the class special necromancy that doesn't matter.
Orcs have decent start with centaurs and their heroes have some insane punch despite not being able to even fire a eldritch arrow, then mid game their slayers, wyverns and cyclopses take over where the hero left off.
Dungeon has a horrible start because they easily suffer casualties early game, their tier 2 has a lower spawn rate then most other race tier 3s and nobody will have enough fodder worth sacrificing to the damned pit to compensate.
Dungeon heroes compensate a bit with their brilliant spellpower growth but not enough.
Note: the above will sound exaggerated, I would like to point out that its not horribly imbalanced enough to cause concern for casual play, which is what Heroes players generally are.
So creating balance mods are IMHO not very useful.
Well everyone is entitled his opinion but saying that Inferno is the strongest is just too much exagerated They're strong if you know how to play them, but they're hard to master and playing with Inferno is very map-dependant. A map with a lot of shooters and you'll have a tough start. But anyways, that's off-topic now.
I agree that giving Deadly Strike or even Incorporeal to Necropolis dragons is just too much. The best way to balance out necro a bit would be to give a little boost to their stats.
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MrDragon
Supreme Hero
Eats people with Ketchup
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posted January 06, 2008 09:22 PM |
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One thing I always find disturbing about Inferno though is that I really don't care for their tier 7.
If you let me choose between 5 Devils and 5 Pitlords, I'd seriously go with the Pitlords.
Same goes for 4 Devils and 5 Pitfiends.
Devils are horribly un-exciting for a Tier 7 unit.
Un-upgraded they don't really do anything special, and both upgrades have ablities which are tremendously useful but FAR to situational, I've never actually used either ability. (except for testing purposes)
Feel free to ignore this rant as it is a bit off topic.
Back to balance.
Does Necropolis seriously need a boost?
I find them both powerful to play or play against.
Always outnumbering with not very inferior units at all.
As for neutral Inferno creatures:
Imps, Vermin, Hellhounds, the whole tier 2 and tier 7 is easy picking as a neutral yes, but beyond that I detest fighting any of them.
Familiars are surprisingly strong as a neutral, so are both hellhound upgrades, and my top 3 most hated neutral stacks are (in no particular order):
1: Succubi
2: Death Knight
3: Pitfiend/lord/spawn
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MPaBkaTa
Adventuring Hero
Cow lover
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posted January 07, 2008 08:25 PM |
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Sorry but the 8 pit spawn can take out 160 or so pixies i tested i on duel mode.Those deserved to be weakened.
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