[quote who="davrovana" reply="17" id="3364704"] Wizard, you have to let this go. Your balance crusade is pointless, because this game's concept isn't about perfectly balanced strategy. The only real issue is that the AI can't deal with blizzard when you use it. Turn up the difficulty, or don't use blizzard.[/quote] But what if Wizard wants to play as a spell-casting wizard and still get a challenge from the AI? There aren't very many other high
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The sword you get from Vetrar allows the casting of Blizzard without a casting time or a mana cost (from Skills tab). This is pretty nasty with a high level high init wizard. Every battle can be started off with a Blizzard to kill most of the opposing army, there is pretty much no challenge left once you get that sword. At least this was my experience from the LH scenario back in beta, I haven't seen any changes to the sword.
[quote who="Alstein" reply="36" id="3358121"]One thing I would like is to see the spell schools reduced to four levels, and three spells to each level (you'd need to make a couple of new ones)- maybe lvl reqs 1/3/6/10.[/quote] This is a great idea! It would make leveling up the spell schools a lot more tempting. Currently I always find myself going for the class-specific traits first with my sovereign because those take so long to level up. I will only level up magic to the max at
Can you add the suggestion "Please make new champions spawn near the capital, not near the sovereign" to the wishlist? More reasoning and discussion can be found at: https://forums.elementalgame.com/444211/page/1/ All of the posters in that thread agreed with the suggestion, so I think its worthy of being added to the community wishlist.
Hi, Two bugs related to the scenario-ending Forge of the Overlord quest. (1)The quest is available through quest maps. It appeared for me in the southwest corner of the map while doing some quest map spamming with a secondary hero.(It appeared after about 5 quest maps) (2)The quest can be done without the sovereign's presence and one can fight th
Implementing the suggestion at https://forums.elementalgame.com/444211/page/1/ will fix this bug, as Publius noted in that thread. (The suggestion is: make new champs spawn near the capital, not near the sov.)
[quote who="Publius of NV" reply="3" id="3356095"] This would also fix the problem in the scenario where spawning a new hero while your sovereign is on a boat leaves the hero in the water, unable to move.[/quote] Good catch, I will add this to the post! Nice to see so much agreement about this.
Oh, thank you for the information. I'm sorry, I wasn't aware of this change which nerfs summoning quite a bit. So it's not a bug after all.
Hi, As the title says, please make new champions spawn near the capital, not near the sovereign. The first thing I do when a new champion joins me is send him/her back to the capital. This is because of the XP split mechanic: It does not make sense to group champions together. At the capitol, I will wait to build a new army before sending the champion adventuring. Making new champions spawn at the capitol instead of next to the sovereign is a good idea because: (
Hi, I don't know if this is intentional, but the spell "Summon Familiar" seems to be missing from the scenario. I decided to make my sovereign a summoner so this hurt my strategy. (With the familiar you can use any summon spell your sovereign knows, thus summoning two air elementals, for example).
Very nice! Any info on the release date for this patch? I would love to play it on the weekend.
Thanks Derek, really nice to hear!
A -30% bonus to unrest would certainly be allow for a very different playstyle. For example, with such a bonus I could raise taxes a lot higher and play a gildar-focused strategy from very early on. On the first turn, I would not be setting taxes to "none" but to normal, which is a big change. A bit later on with the -unrest buildings I would be raising taxes all the way to Brutal and Oppressive. Very Noble-like to tax the lower classes heavily, I suppose. A bonus like this would also make ci
[quote]In my humble opinion, sovereign profession should give you an opportunity for a different playstyle (maybe even force you to different playstyle?). CERTAINLY NOT give you just some bland bonus of 0.5 % or 1.5 % to something.[/quote] Nice points Jirkaesch! Your design philosophy expresses a reservation I also had about perks like General. However, I think that even a bland percentage bonus can substantially alter the game and be fun. For example, the Armorer bonus is game-c
I think my Deorcrynysse had 6 essence and 8 materials. If only it had also been possible to upgrade it beyond "Village" it would have been pretty nice.
When creating a new sovereign, it feels like some starting professions are just always the obvious choices. Would it be possible to tweak the professions a bit to make all of the choices interesting and viable? Adventurer: (double fame for quests) The bonus is weak because it is difficult to find a use for so many heroes. I suggest that Adventurer could also affect the XP split as well and allow for the
Doh, I thought I posted this in the LH support forum. I will make a new post there and incorporate your suggestions. Thanks for the good comments! Please put further replies here where they will be more visible: https://forums.elementalgame.com/443068/page/1/ [quote] You are really underestimating the silver tongue ability here. You are able to take enemy troops and build a very good army from their troops.[/quote] I stand corrected - the Silver Tongue ab
When creating a new sovereign, it feels like some starting professions are just always the obvious choices. Would it be possible to tweak the professions a bit to make all of the choices interesting and viable? Adventurer: (double fame for quests) The bonus is weak because it is difficult to find a use for so many heroes. I suggest that Adventurer could also affect the XP slip as well and allow for the grouping of two heroes in the same army without XP loss. T
Unfortunately I don't have a save prior to taking the city, only after :-(. My area did have some defenders but I recall just walking into Deorcrynysse.
The wildland city Deorcrynysse (sp) in the Shroud wildland seems to be bugged on several counts. 1) There are no defenders. 2) After capturing the city, no city militia appear to defend it after AI monsters attack. 3) The city is a "village" no matter what its level is or how much population it has. No conclave, town or fortress buildings can be built. 4) The city keeps leveling, up to lvl 8 in my game already. However, nothing happens on levelup. It was alread
I have to say that I am really impressed with the quality of feedback about the game on these forums. If Stardock has the time to address all the feedback and fix all reported bugs, this game will truly be legendary. For me, the central issues in the game are: - Hero leveling needs to become more exciting and faster. All skill paths need to be viable, and all spells useful. Remove boring abilities like Potential. - Bugs need to be fixed. - AI improvements.
Hi, It feels like a lot of the spells in this game are underpowered. By "underpowered" I mean that they (1) do very little for their mana cost, and (2) don't scale well with increased unit power in the mid and late game. There are lots of curse, buff, and damage spells with minuscule effects like -3 attack or 6 damage. Unit stacks just have so much hp and damage by mid game that they completely overshadow these spells. Examples include: Thunderstrike: teleport to t
[quote who="dihir" reply="75" id="3294072"] Currently, destiny's gift gives you even odds of: +10 hp (compare this to Adventurer's boon which eats a level-up perk, note also that you can use some mana and 5hp to level up a champion) +3 initiative (which compare this to quick -- a +1 initiative bonus which eats a level-up perk, fast which requires quick and another level-up perk and gives +2 initiative, and celerity which costs 250 mana and gives a +1 i
Hi, a new player here, just wanted to say that your commitment to patching the game made me buy Elemental: FE.It's a great game and I am looking forward to further improvements. Also I wanted to communicate a little worry about a small part of the patch notes. It seems that some of the balance changes are really drastic. E.g. you double the casting cost of Destiny's gift AND decrease its effectiveness substantially. I suspect that a smaller pace of steady balance chang