FfH2 0.15 Balance Recommendations

Kael said:
Yeah, I think you are right. I think I am am only going to allow casting heroes to learn it.

I think that will balance it good. Twincast, although I havnt experienced it myself, sounds pretty damn good.
 
Grey Fox said:
I think that will balance it good. Twincast, although I havnt experienced it myself, sounds pretty damn good.

How I loved my twin casters, I took from them a single spell, perhaps one day to love them again.
-Qes

P.s. Making Hero Casters more uber, in comparison, however, is not something i can argue with.
 
No, just that twincast would require combat 5 (as it does now) and the hero promotion. So only hero casters (including adventures) could learn it.
 
sounds good to me.

This might be going out on a limb, but.. Just a thought that struck me. Maybe mages/wizards/priests (non-hero casters, again) should get a strength penalty equal to their Combat promotion ranks? It just doesnt seem right that a mage, who presumably spends his time in study to learn his spells or whatever, can melee better than trained Axemen, since you really take the Combat promos to boost your spell power, and mages are supposed to be weak physically anyways... Just a random thought, like I said.
 
Quetz said:
sounds good to me.

This might be going out on a limb, but.. Just a thought that struck me. Maybe mages/wizards/priests (non-hero casters, again) should get a strength penalty equal to their Combat promotion ranks? It just doesnt seem right that a mage, who presumably spends his time in study to learn his spells or whatever, can melee better than trained Axemen, since you really take the Combat promos to boost your spell power.

I assumed that the mage uses his spells in combat. So having more powerful spell ability would make him more effective in all sorts of fighting, I dont think hes rushing in and hitting people with his staff.
 
that makes sense. I pretty much assumed that he was, well, staff bashing :)

Was gonna suggest (I'm just full of idears tonight) a promo like Spellsword that removed the penalty at Comb 5, just as a way to diversify, but yeah. If they are casting anyways..
 
Breweries just don't seem to fit their early tech slot because of their 300 :hammers: cost. What starting out civ can afford to build a 300 :hammers: building at that stage? It seems moot to attach it to Crafting. By the time they serve a purpose and are affordable, technology has advanced far past that point.

I've heard it said that mankind may have formed the first communities because they banded together to be able to brew beer. :) So it's very appropriate for Crafting. But couldn't its function and cost be dialed down to be more useful for fledgling civs?
 
Unser Giftzwerg said:
Breweries just don't seem to fit their early tech slot because of their 300 :hammers: cost. What starting out civ can afford to build a 300 :hammers: building at that stage? It seems moot to attach it to Crafting. By the time they serve a purpose and are affordable, technology has advanced far past that point.

I've heard it said that mankind may have formed the first communities because they banded together to be able to brew beer. :) So it's very appropriate for Crafting. But couldn't its function and cost be dialed down to be more useful for fledgling civs?
it's one of those things that only tree hugging elves can afford...
 
eerr said:
it's one of those things that only tree hugging elves can afford...

Firstly, if you loved the tree as we do, the tree would love you back.

Secondly, i think i agree that breweries are a bit expensive early game. Crafting Does make sense, but is making the building cheaper affect the balance in anyway? I think it could be done without any adverse effects.
-Qes
 
QES said:
Firstly, if you loved the tree as we do, the tree would love you back.

Secondly, i think i agree that breweries are a bit expensive early game. Crafting Does make sense, but is making the building cheaper affect the balance in anyway? I think it could be done without any adverse effects.
-Qes

Making it cheaper would have a quite noticeable effect. Rigt now it is very hard to raise the happycap before religion is discovered. Carnivals+animal captures, or gold from mining if you're lucky ... well, you get the idea. A cheap building of up to +3 :) available before religion would really change the flow of some games.

I am not saying this is automatically a Bad Thing, mind you. ;)
 
eerr said:
it's one of those things that only tree hugging elves can afford...

Yah, but good brew is wasted on 'em. :cheers:
 
I think that breweries still grant dwarven units an additional +2XP. Another reason for keeping it expensive.

I don't mind that crafting grants a building that I can't still afford to build. It unlocks a few precious techs (do I think Runes or do I think Bronze ?), and it's always nice to get the option to build those later on. Besides, all civs don't need to rush to crafting so early (The Drown is more or less a ressource-free Axeman, and I don't think that Archery, Horseback Riding and Warfare require crafting either -- although Bronze + Axes is still the safe way to warfare), one might as well be able to build breweries when they discover it.
 
TheBoatman said:
Since recent patches, the werewolves get promotions from the units they killed. My blooded werewolf killed a combat5 priest, who had been softened with fireballs. I got c5 casting ravenous werewolf. After some time I had c5 cr2 casting greater werewolf (de facto tier 4 unit) for free :D
This is overpowered!

I don't think that this needs drastic fixing, werewolves should keep their promos (fits the mythos), maybe just kill the casting promos.

Fader
 
Fader55 said:
I don't think that this needs drastic fixing, werewolves should keep their promos (fits the mythos), maybe just kill the casting promos.

Fader

It allowed you to get many werewolvwes with wierd promotins thanks to callateral damege units.

You can get many c5 werewolves if you let baron kill of acheron city orc shamans, who level up during time. I still wonder what would happen if I killed a hero with my baron (imagine mardero in the craziest case)...
 
TheBoatman said:
It allowed you to get many werewolvwes with wierd promotins thanks to callateral damege units.

You can get many c5 werewolves if you let baron kill of acheron city orc shamans, who level up during time. I still wonder what would happen if I killed a hero with my baron (imagine mardero in the craziest case)...
the baron can't convert demon units, though maybe sphener...
 
Why can't mud golems build dwarven mines? The Luirchip (sp?) are dwarven after all and I don't see any balance need for this building to be Khazad specific.
 
Frozen-Vomit said:
Why can't mud golems build dwarven mines? The Luirchip (sp?) are dwarven after all and I don't see any balance need for this building to be Khazad specific.

I was wondering this too. The Luchruip strike me as less and less truly dwarven the more I look at them. Makes me sad. They're more Gnomish at this point.
-Qes
 
I think that the importance of mithril was greatly reduced by making it a ressource of the dragons hoard. In single player games it will always be the player who kills the dragon and so their never is any reason for mithril wars in the late game (I had some of those in earlier versions :( )

For gameplay dynamics it would be cooler to remove mithril from the hoard and have it give 2 gold/1gems or 2gems/1gold.

Or maybe 1 gold + 1 gems + some :gold:, something between 5 and 10.
 
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