I suggest a minimum initiative that Slow etc. can't reduce below, say 8.

8, as was suggested in another thread, seems to be a good one.  If you only get one attack for every three or four attacks of other units, pretty much no attack power is going to help, especially if the unit being slowed is melee.

2,811 views 9 replies
Reply #1 Top

i dont like limits like the building time of 3 etc tbh :P

 

8 is balanced imo, but i rather the game prevent it with other sources (like slow its already nerfed in next beta and i agree)

 

Reply #2 Top

Well, if the game is balanced otherwise, there doesn't need to be a limit.  But some enemies do start with very low initiative, so it might make sense in some cases.  Anyway, we'll just see when the next patch comes out.

Reply #3 Top

Quoting ddd888, reply 1
i dont like limits like the building time of 3 etc tbh
End of ddd888's quote

I believe that is gone with either this most recent patch or the one just before that.

Reply #4 Top

yeah lets say a limit right now couldnt hurt in case something slips out of hands :P

Reply #5 Top

I'd rather the game be balanced properly.

Although a limit on unitstats would be mighty useful for modders. :D

Reply #6 Top

Well even with slow nerfed it will still be possible to get some monsters down to really low values using multiple abilities, and once you get to 5 or lower you basically never get any attacks.

Reply #7 Top

I would like to see slow / haste have a turn limit and wear off.  Either cast again later or not. 


 

Reply #8 Top

I think a limit of 5-6 would be better, since most trained units can hit terrible low stats, and I still want Something from my slow spell.

That said along with that slow should just be balanced... or the scaling should ;)

Sincerely
~ Kongdej

Reply #9 Top

I dislike the idea of nerfing magic, especially as it's currently implemented.  I would, however, like to see a bit more incremental scaling (magic damage racking up incrementally, traits that improve buff/debuff performance by +X per rank, etc).

Personally, I'd prefer a tactical spell that dispels all enchantments on a unit (or 2 spells, one for positive and one for negative spells) that's unlocked via Sorcery or another midgame tech, so all champions can cast it.  If that's not possible for whatever reason, then a turn limit would be an acceptable alternative.