Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Balance in this game is honestly pretty good except for a handful of terrible nations. The only big problem is almost all items being crap, which is not so much a balance issue since it applies to everyone. I really wouldn't like to see the kind of infinite escalation and strategic homogenization CBM brought. An unfortunate and perhaps inevitable consequence of buffing up "weak" things, and increasing options for everyone.
Something Awful has a minimalist balance mod they use, but that's not on the same scale.
Magic Enhanced is great fun, but not a balance mod by any measure. Same with the ubiquitous worthy heroes.
I don't think items being crap is the main problem. The thing is that there's nothing to put items on that isn't extremely expensive. Once you have sunk that much resources into the chassis the items have to basically make it invulnerable in order not to lose your investment. That means that thugs are only ever used for raiding, so only the anti-chaff options get used.
If a hill giant came as a commander instead of a unit for 4 or 5 earth gems I could totally see myself putting a gloves of the gladiator on it and sending it into the front lines.
Even if dirt cheap chassis become widely available, why would you use gladiator gloves instead of a brand? All it would accomplish would be to bring the handful of good anti-thug gear back into use, as targets for anti-thugs become more common.
And frankly, I don't want to see mass thugging for everyone come back. That was the worst part about CBM becoming ubiquitous in Dom3. I do want to see SCs regain a niche, though not entirely sure how.
The secondary damage would be better against targets with less than 32 armor and especially against enemies with fire resistance. Also against enemies with size 3 and above since you only hit one additional target.
Another thing is summoned gear. Bane lords are the most common summoned chassis and their 10 gem cost includes a bane blade (supposedly worth 5 death gems). That makes it hard for other forged items to be enough of an improvement to justify their price.
Think about it.. The gloves of the gladiator gives you 4 0 length attacks, all of which can be repelled, or miss. Frost and fire brands give you 1 attack which can be repelled, or miss, but better stats, and anywhere from 1-6 (depending on the number of units in the square) attacks which always hit. So in your example of 2 size 3 units, that would be a total of 3 attacks... Only one shy of the gloves, and 2 of them are guaranteed to hit. Meanwhile, there is something like a 20% chance for said hit to do 5 damage to a limb, or miss entirely to defense.
A bane blade might hit one guy a turn, and if it's not a limb hit, hooray.. now you get to roll the dice again next round, all the while trying to soak 12+ attacks.
I think the bane lord might have been the most summoned chassis at one time, when thugs were a thing back in CBM, but these days I personally would probably take 4 wights over a single bane lord. Despite wights prior to legion of wights being really inefficient, it's still a better deal.
Items in particular suffer from the reduction in importance of SCs- many items served as specialized pieces for building the perfect anti-SC thug(examples: Holy Scourge, Stone Bird, most non-brand elemental weapons, elfbane, duskdagger ect...) for the specific SC you're fighting. Now that SCs die to armies and those tailor made Ant-SCs are no-longer necessary all those items lost their niche
All in all, both forged items and summons give substantially less bang for their buck then gems spent on battlemagic(with the only exception being boosters which do so largely by virtue of impacting battlemagic themselves as well as opening up ritual options). The current prices of many items/summons don't really reflect the current more limited availability of gems wherein there is much more need for all gem uses to be competitive with one another.
And eating 12 attacks per round sounds like exactly the kind of one man army thing that I don't think should be necessary to use forged items.
I think its the opposite. There are a lot of cheap chassis. Mainly national, recruitable ones. But because they are cheap and expendable it makes no sense to put expensive gear on them.
Why should you pay out expensive gems to put a full set of good gear on a Skratti to the tune of 40+ gems? You can build 3 Skrattis with 6 gem and 3 slaves worth of gear each and get much more bang for your bucks!
And FYI I still use banelords in MP on occasion. But only if I have access to flying boots. A couple of flying banelord raider with a brand and a shield can be a pain in the arse for enemies to deal with in the mid-game. A non-flying banelord is too easy to counter for the cost though.
(I lie, i dont play MP anymore...)
You cannot have items that require a powerful mage to forge but are cheap, or the reverse.
If illwinter someday changed that - allowing us to separate forging path requirements & costs, like we can do for rituals - it would open up a lot of modding design space.
(of course, this has already been requested in the past)