I initially post this in the dev diary that talks about balance changes, but that dev diary is flooded with ramparts changes replies which is understandable as that decision really takes away the usefulness of ramparts.
Back to the point, I felt like passing a Celestial Reform will have a crippling effect if a single reform cost 80 mandate. Before 1.35 you will end up with less than 30 mandate when you pass one, but in 1.35 you will have less than 20 mandate which translates to -30 Goods Produced modifier, +30 Fire damages received, +30 Shock damages received, +3 National unrest, -30% Mercenary manpower and -30% National Manpower and the effects increased as mandate gets lower.
Now in 1.35 there are like over 10 new reforms as well so there is more period of time of less mandate after passing a Celestial Reform. I believe players would be most likely to pass a reform when the mandate is at or near 100, but due to the mandate cap so after the reform you will end up with 20 mandate or less in 1.35 if your mandate is not at 100. Even the mandate gain has increased, that doesn't change the fact that you end up with less than 20 mandate initially.
Not to mention the China events that target the Emperor of China at low mandate.
Here's the events that happen when less than 50 mandate:
china_events.55, china_events.38, china_events.45, china_events.46, china_events.48, china_events.49, china_events.52, china_events.53, china_events.56, and china_events.59.
Here's the events that happen when less than 21 mandate:
china_events.47, china_events.50, china_events.51, china_events.54, china_events.57, china_events.58, and china_events.60.
I hope the devs will take a look at those events especially those that happen when less than 21 mandate to balance out the new changes otherwise it will be too penalise the players going for max reforms.
By now I believe the code might be freezed, I hope those balance changes can happen in a hotfix after release.
Back to the point, I felt like passing a Celestial Reform will have a crippling effect if a single reform cost 80 mandate. Before 1.35 you will end up with less than 30 mandate when you pass one, but in 1.35 you will have less than 20 mandate which translates to -30 Goods Produced modifier, +30 Fire damages received, +30 Shock damages received, +3 National unrest, -30% Mercenary manpower and -30% National Manpower and the effects increased as mandate gets lower.
Now in 1.35 there are like over 10 new reforms as well so there is more period of time of less mandate after passing a Celestial Reform. I believe players would be most likely to pass a reform when the mandate is at or near 100, but due to the mandate cap so after the reform you will end up with 20 mandate or less in 1.35 if your mandate is not at 100. Even the mandate gain has increased, that doesn't change the fact that you end up with less than 20 mandate initially.
Not to mention the China events that target the Emperor of China at low mandate.
Here's the events that happen when less than 50 mandate:
china_events.55, china_events.38, china_events.45, china_events.46, china_events.48, china_events.49, china_events.52, china_events.53, china_events.56, and china_events.59.
Here's the events that happen when less than 21 mandate:
china_events.47, china_events.50, china_events.51, china_events.54, china_events.57, china_events.58, and china_events.60.
I hope the devs will take a look at those events especially those that happen when less than 21 mandate to balance out the new changes otherwise it will be too penalise the players going for max reforms.
By now I believe the code might be freezed, I hope those balance changes can happen in a hotfix after release.
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