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Le vote a été commencé : 2017-02-12 08:37:30
Le sondage se terminera le: 2017-03-15

What direction should the Balance Mod take in the coming months?


Please choose all the answers you think are important (multiple answers allowed and advised!).The mod: http://steamcommunity.com/sharedfiles/filedetails/?id=661597466
Possibilité
The mod balanced the game, no need for further balance
3% The mod balanced the game, no need for further balance
1 (3 %)
Converge with the live MP mod(s)
3% Converge with the live MP mod(s)
1 (3 %)
Decrease rewards or increase risks for high-level sites
30% Decrease rewards or increase risks for high-level sites
10 (30 %)
Balance Seals and Unifier victory conditions
18% Balance Seals and Unifier victory conditions
6 (18 %)
Balance late game (OP end-game spells, T4 abilities, etc.)
36% Balance late game (OP end-game spells, T4 abilities, etc.)
12 (36 %)
Make non-summon strategic spells more interesting
39% Make non-summon strategic spells more interesting
13 (39 %)
Balance Racial Governance (make all choices interesting and races more equal)
51% Balance Racial Governance (make all choices interesting and races more equal)
17 (52 %)
Make concealment strategies more viable (e.g. less True Sight units)
36% Make concealment strategies more viable (e.g. less True Sight units)
12 (36 %)
Balance further Necro (Whispers of the Fallen, some techs and abilities)
12% Balance further Necro (Whispers of the Fallen, some techs and abilities)
4 (12 %)
Reduce costs of unused tactical spells (Cunning Escape, etc.) to make them more viable
36% Reduce costs of unused tactical spells (Cunning Escape, etc.) to make them more viable
12 (36 %)
Make Emperor AI tougher, while avoiding ultra strong late game as much as possible
30% Make Emperor AI tougher, while avoiding ultra strong late game as much as possible
10 (30 %)
Balance starting (pre-researched) spells to make all starts more equal
27% Balance starting (pre-researched) spells to make all starts more equal
9 (27 %)
Further balance "leveling and mind-control" vs "production" (reducing XP counters for T3 and T4, boosting production classes and/or increasing upkeep further for mind-controlled units, etc.)
24% Further balance "leveling and mind-control" vs "production" (reducing XP counters for T3 and T4, boosting production classes and/or increasing upkeep further for mind-controlled units, etc.)
8 (24 %)
Boost the class/race combinations that are currently weaker (e.g. Goblin Sorcerer much weaker than Draconian Sorcerer)
36% Boost the class/race combinations that are currently weaker (e.g. Goblin Sorcerer much weaker than Draconian Sorcerer)
12 (36 %)
Make currently rarely used units more useful (e.g. non-cavalry units produced at War Halls)
63% Make currently rarely used units more useful (e.g. non-cavalry units produced at War Halls)
21 (64 %)
Make all heroes and their abilities more interesting (e.g. boost Dreadnought’s late game abilities)
54% Make all heroes and their abilities more interesting (e.g. boost Dreadnought’s late game abilities)
18 (55 %)
Make all Secret spells equally interesting (or at least make the worst ones more interesting)
36% Make all Secret spells equally interesting (or at least make the worst ones more interesting)
12 (36 %)
Voix totales33