Talk:Development/@comment-5395153-20121008140003/@comment-177.64.38.42-20130616184016

Hello again. Thanks for your reply, I will be waiting for patch 1.03.25.

Yeah some units at the campaign have different values, but what I can tell you is that these units must be from earlier 1.0 version, maybe from alpha or beta game development (or developers really intended these guys to be stronger, maybe they're from a different tribe, they live in a vulcano scenario if I remember well.). I played 1.0 version and they coexisted with the ones with cold vulnerability.

Your idea about chaos magic looks good. What you can do is cap it around lets say 70% chance of being positive, it still would be chaotic. Let's assume it start around 50% chance, instead of increasing it by 10% per level it could be 5%. It would be cool to see random afflictions but since it would be hard to code lets think about an easier path.

About Knight Protector - It looks worse than Riding ability since it only affects Knights, Knight Champion, Knight Lord and High Elf Knight Dragon. I really don't know about any other mounted knight. On the other hand Riding ability affects all cavalry. A bonus of +3xp is good but could it also affect other knights? Like Doom Knight and Slayer Knight? What about a bonus to Human and High Elf and Wood Elf cavalry, it would also include the Mercenary from Empire Race and other mounted riders I can't remember right now.

Also I like most ideas in your first post about balancing stuff they really must make their way to 1.03.25. Only thing I can think here would be about removing slayer abilities... while some Races and Classes only affects some guys like Orcslayer and Deathslayer and looks bad they really should be removed alright. On the other hand Empire with Beast Slayer and Swarm with no Manslayer looks unbalanced. If a Race stays with a slayer ability other Races could use some other skill to counter each other in some way. Manslayer is okay since it would affect three Races (Barbarian included).