Luchiurp and Balseraph nerfing suggestions

with Blasting Workshops at Sorcery it's balanced - at the same time the Amurites can build a Cave of Ancestor and with only 3 other mana nodes plus Apprenticeship produce Adepts that instantly upgrade to mages, with spell staffs and the potential to have more spells. Of course they are not Strength 6 like the Wood Golems (both cost 90) but then wood golems don't have promotions. Iron Golems come much later in the game (or at least need a completely different research path). Sure, to get Iron Golems with Fireballs is nice, but to get there takes quite a bit of skill. If your not convinced I would propose to make Blasting Shops a (rebuildable) National wonder, so it would decrease the ability to produce them. On the other hand Cave of Ancestor is no National Wonder and I really would not recommend to make it one.
 
with Blasting Workshops at Sorcery it's balanced - at the same time the Amurites can build a Cave of Ancestor and with only 3 other mana nodes plus Apprenticeship produce Adepts that instantly upgrade to mages, with spell staffs and the potential to have more spells. Of course they are not Strength 6 like the Wood Golems (both cost 90) but then wood golems don't have promotions. Iron Golems come much later in the game (or at least need a completely different research path). Sure, to get Iron Golems with Fireballs is nice, but to get there takes quite a bit of skill. If your not convinced I would propose to make Blasting Shops a (rebuildable) National wonder, so it would decrease the ability to produce them. On the other hand Cave of Ancestor is no National Wonder and I really would not recommend to make it one.

the Amurite mage exploit has a big limiting factor - those adepts cost money to upgrade (60 gold on quick if I remember right). Golems, however, get their fireballs for free. Now, if it cost something (say, 120 gold minus 30 per fire mana) to upgrade your golems, suddenly things are looking a lot more balanced.
 
I dunno if you are still taking ideas here, Kael, but it seems like it'll be a bit for the next patch so might as well throw something out there.

Instead of nerfing Balseraph puppets, why not just axe the whole harlequin concept and give them normal rangers instead? Harlequins themselves are barely better than normal rangers but are a key part of one of the Balseraph's strongest strategies - Mind/Chaos 3 druids - and unlike the things that can be done with puppets the druid thing is really unintuitive and makes no sense. Additionally, puppets being very good is a key part of making Keelyn competitive with Perpentach. I don't miss the days of Perpentach being much better than his daughter.

There might be something else you can do with Harlequins as a ranger replacement, meaning the idea could stay, but I can't think of one. Point is, the current implementation feels to me like a far better thing to take away than the power of puppets.
 
puppets getting a penalty to casting (both to damage and resitance chances).

Why not make puppets iCombat 1 and just have any summons done by puppets be illusions instead?? that would slow them down fairly well.
 
Well I have just tried Luchiurp and Balseraph .

I don’t think the Luchiurp are much more broken than any of the other races. If you are worried move Blasting Workshop from Elementalism to Sorcery, which should balance it, although I don’t think its necessary.

However Balseraph, Wow! Play marathon, and anytime a non creative civ builds a new city - Burp!

And so much tedious micro management.
 
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