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#15
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Not `unbalanced` as in hard.
I said Rider balanced stat bonuses form skills in dieferent skill tree`s. You get same amount of Att Def & Int bonuses, and mana/rage from all skills. He gave us more runes so if you want you can get those skills, if not, leave runes unused. Before this mode with proper items, and build max Int was 84 i think, and max Att just 54. So with Mage and Higher magic you could 20K+ direct dmg with spells, on other side no Warrior could do that with dragon. Max is 3200-3800 with lava call, witch compared to Mage spell dmg outputt is nothing, considering that cost 80+ rage and only usable every 3 turns. I know about waking dragon spell, but that for Warrior and Paladin class just waste turn for some other buff/suport spell. This mod gave us more dmg for pure fighting players in bonus +6Att in might tree just Warrior class), and +3/+6 Att/Dmg in mind. That is all that is new. Bonus runes after battles - dont use them , bonus potions after battles - dont use them, bonus cristals after battles - dont use them. All i see changed in this mod is +3Att (+9 for Warrior), +6Def, and some rage/mana. Rage is more use for Mage/Paladin, and mana for Warrior. I think you`ll agree that imposible/no loss is norlam these days, this bonus mana and rage is just so we dont wast time in skiping turns to resurect fallen units with fantoms. + bonus rage means nothing in Boss fights like before, and those fights were most tedious to resurect units (you leave some pathetic range/no retaliation enemy alive to resurect. And i`ll summ it all , in this mode i dont see cheating only shorter time playing battles to resurect units, and +3/+6 Att/Def for all classes. All those after battles bonuses can be discarded, cause you simply dont have to use them. |
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