DsRaider DsRaider

New Mage Troops

New Mage Troops

I like the new mage troops, they certainly spice up the magic tree. They also add a little more diversity to the possible troops you can build. Not to mention they just look cool.

However I think they need a fair bit of work. They have a few problems:

-There is no real reason to actually give them robes. You are better off equipping them with armor. The fact the AI doesn't is a huge weakness.

-Their damage is completely tied to their equipment, their stats never come into play.

-There are no interesting trait combos.

In order to fix these problems I would suggest allowing some stats like intelligence or spell mastery to boost the damage of the staffs, or add a min req to use the staffs. Then add some robes to the beginning of the magic tech tree. These robes could do everything from protect from fire, cold, pierce, or ranged attacks. They would also all boost intelligence or spell mastery so that mages have a reason to use them. Also there is no reason robes need to have 0 defense. Then you could add a intelligence boosting trait to unit design.

9,851 views 31 replies
Reply #26 Top

Well I think accuracy does affect mages but it says right on bows that strength doesn't affect them. Increased dexterity doesn't affect accuracy though.

Reply #27 Top

It is an interesting question. Shields shouldn't really be able to block magical attacks though, so one would think that ranged magical attacks might not focus on accuracy.

No perfect answer I suppose.

Reply #28 Top

Quoting Mistwraithe, reply 5
All stats need to be useful and I agree intelligence is currently less use than it should be in a lot of cases.
End of Mistwraithe's quote

I don't know, I think XP bonus from int is pretty damn spiffy.

Reply #29 Top

Quoting seanw3, reply 19
That needs to fixed then. Archers need to be totally blocked by good armor. The current mechanics need to be fixed.
End of seanw3's quote

Y'all are forgetting about hit points. 

Reply #30 Top

The 'dodge' chance for magic attacks should be spellpower versus spell resist. If these traits are equal they will hit 50% of the time. A 'typically' low chance to hit seems a reasonable trade off given that the attacks ignore armor. Also calculating hit chance this way will give a reason for units to have high intelligence other than the off chance a caster is in the opposing army.


 

Reply #31 Top

Yes ... having magic attack vs spell resist vs dodge would be nice.

(although I still think assassins/acrobats should be able to dodge AOE spell effects ... maybe a static 50%)