Zboj Lamignat
Arcane
- Joined
- Feb 15, 2012
- Messages
- 5,799
I've been playing this a lot recently and was wondering what people think about the balance changes introduced, since this mod definitely moved out of "cool new content" into more of a "modders know better" territory.
When it comes to factions, conflux and necro were the two most affected, for obvious reasons.
I'm strongly biased since necro was always my favorite faction, but I'm not enjoying everything connected with necromancy getting slashed in half. I've completed a map with Thant (my fav hero, fite me), didn't get much lack with skill upgrades, had just one amplifier and no artifacts. Felt like it did very little most of the time, even with no skellie upgrade until super late into the game and using Thant's res to achieve 0 casualties creeping. Thing is, necro's l2 and 3 are super poo-poo so you really need those skellingtons to get going. Gib skellingtons plz.
What they did with conflux was p spot on, on the other hand. Fire birbs needed to be put in check and it was done rather elegantly. You still get extra growth and still can do all the crazy crap they allow for if you wish, but it's not as ridiculous and effortless anymore. Putting extra cost on l6 is also not the worst idea in the world.
I wonder why, of all the lower end factions, they decided to mostly boost Tower. Inferno got a bit of a bone thrown their direction, but not nearly enough to salvage them. And Dungeon got slightly nerfed, if anything, lol.
I'm definitely not a huge fan of skill changes, though.
Banning resistance. It's not like I'm gonna miss it, but it's a weird decision. Always thought this skill is very meh and also uniquely bad in that not only is it one of those that need a lucky roll to trigger, but it also only does something when fighting another hero and is pointless for creeping (with some extremely rare exceptions).
I didn't really use the new skill, interference, but it seems like something that's only useful when fighting another hero and only really when they are focused on direct damage spells. In other words - almost never. Sorcery is also widely considered one of the worst skills in the game, so introducing a new skill that pretty much just directly counters it seems like a pretty bizarre choice. And sorcery actually does something for you regardless of circumstances.
Intelligence got severely nerfed. This skill was always in a weird spot. The effect is good, but it always had problems with breaking the mold of top tier skills that you always want to take. And it's not something you'd want on your secondaries, either. Well, I guess you could make an argument that it was just too good at what it wanted to do and allowed disregarding knowledge to a big extent.
Mysticism buff is an obvious thing, but it doesn't really salvage that skill, with the exception of heroes that start with it. This skill could/should imo be fused with intelligence, particularly when they decided to strongly nerf the latter. Skill slot economy is super tight as is.
Logistics got nerfed. Anything giving extra strategic movement was nerfed. I see the rationale, but ain't sure what is this supposed to change on a grander scale other than big maps with no portal being all the more annoying. You'll still always want this.
Estates yield got doubled. Guess it's now a more decent skill for secondaries as it no longer needs more than one week to give you one day of capitol money. I still don't really feel excited about it outside of bumrushing on impossible difficulty and there are still multiple skills I'd rather have on secondaries most of the time.
Oh, I guess scouting got boosted, too. Not that anyone cares.
Latest news on the forums seems to suggest new update with Factory is going to be released this year. I won't put my money on it, though.
When it comes to factions, conflux and necro were the two most affected, for obvious reasons.
I'm strongly biased since necro was always my favorite faction, but I'm not enjoying everything connected with necromancy getting slashed in half. I've completed a map with Thant (my fav hero, fite me), didn't get much lack with skill upgrades, had just one amplifier and no artifacts. Felt like it did very little most of the time, even with no skellie upgrade until super late into the game and using Thant's res to achieve 0 casualties creeping. Thing is, necro's l2 and 3 are super poo-poo so you really need those skellingtons to get going. Gib skellingtons plz.
What they did with conflux was p spot on, on the other hand. Fire birbs needed to be put in check and it was done rather elegantly. You still get extra growth and still can do all the crazy crap they allow for if you wish, but it's not as ridiculous and effortless anymore. Putting extra cost on l6 is also not the worst idea in the world.
I wonder why, of all the lower end factions, they decided to mostly boost Tower. Inferno got a bit of a bone thrown their direction, but not nearly enough to salvage them. And Dungeon got slightly nerfed, if anything, lol.
I'm definitely not a huge fan of skill changes, though.
Banning resistance. It's not like I'm gonna miss it, but it's a weird decision. Always thought this skill is very meh and also uniquely bad in that not only is it one of those that need a lucky roll to trigger, but it also only does something when fighting another hero and is pointless for creeping (with some extremely rare exceptions).
I didn't really use the new skill, interference, but it seems like something that's only useful when fighting another hero and only really when they are focused on direct damage spells. In other words - almost never. Sorcery is also widely considered one of the worst skills in the game, so introducing a new skill that pretty much just directly counters it seems like a pretty bizarre choice. And sorcery actually does something for you regardless of circumstances.
Intelligence got severely nerfed. This skill was always in a weird spot. The effect is good, but it always had problems with breaking the mold of top tier skills that you always want to take. And it's not something you'd want on your secondaries, either. Well, I guess you could make an argument that it was just too good at what it wanted to do and allowed disregarding knowledge to a big extent.
Mysticism buff is an obvious thing, but it doesn't really salvage that skill, with the exception of heroes that start with it. This skill could/should imo be fused with intelligence, particularly when they decided to strongly nerf the latter. Skill slot economy is super tight as is.
Logistics got nerfed. Anything giving extra strategic movement was nerfed. I see the rationale, but ain't sure what is this supposed to change on a grander scale other than big maps with no portal being all the more annoying. You'll still always want this.
Estates yield got doubled. Guess it's now a more decent skill for secondaries as it no longer needs more than one week to give you one day of capitol money. I still don't really feel excited about it outside of bumrushing on impossible difficulty and there are still multiple skills I'd rather have on secondaries most of the time.
Oh, I guess scouting got boosted, too. Not that anyone cares.
Latest news on the forums seems to suggest new update with Factory is going to be released this year. I won't put my money on it, though.