1. it is already cummulative. -3 per attack cumulative. The thing is your attack is HUGE. its 2 x level +bonuses. My level 38 char has an attack of 127 2. 0.77 supposedly nerfed it to -4 per attack cumulative. 3. 0.77 is actually bugged now, where the second attack can never ever hit no matter how high your attack is. I got a thread on it at least and most people said the same happened to them. Although some are getting additional hits somehow.
taltamir
The leader path is not viable as he cannot kill enemies to level up.
By the time I found more then 1 or 2 rings I had an ubergod melee sov who didn't really benefit all that much from that +3 to rings. Limiting ring count will be annoying and not make a dent in game balance. You take the 2 feats that give +level to int/str. A full suit of champion gear (+level to per gear +big base value bonus) + the bonuses from just being a higher level and the lack of a limit on how many simultaneous items you can equi
1. How is it a cop out? 2. What you are describing is a overly simplified system where rock always beats scissors no matter if its one tiny rock vs 20 big scissors. What I described is merely mixed unit tactics where each has their weaknesses and strengths. The alternative is either having all of them be identical except for the graphics (which is crappy form of balance) or to have one clearly superior (current state). Well, there is also the more esoteric "wizards alw
I like this. Some sort of alternating between "improve path" and "random trait" would be nice.
no limit except only 1 of each kind.
[quote who="seanw3" reply="1" id="3069981"]I would like all of those to be specializations in the given category, but also have mutually exclusive options that offer other strategies. I imagine the Rock/Paper/Scissors each having a path that gives counters, but is also countered by other paths. Need to keep as many options as possible and leave space for modders to add paths. [/quote] Could you elaborate some? I am not quite sure what you mean.
So, there is a lot of gnashing of teeth on the balance issues. How about a RPS like system (to clarify, I am thinking more of a mixed unit tactics which I believe is supposed to be called RPS approach. There has been some contention about the terminology early in this thread) where: AoE (Mages, Horrors, etc) single unit aka a stack of one unit that deals low damage to each unit in a stack. Thus they are effective in wiping out whole stacks in 1 to few attacks but deal piddling damage
[quote who="seanw3" reply="14" id="3069948"]There are about a million of posts about how cheesy teleport is on every forum of every game known, but here is the one that changed my mind. The sad fact is that the AI in every game ever made has never been able to learn to use this spell or defend against it. I doubt even Frogboy's talented AI values can make the AI path well with this. Even if it could, it should be at the end of Air Magic. It is the perfect spell for a magical stack of doom
[quote who="jecjackal" reply="7" id="3069594"]How am i going to equip a bloody dragon?.[/quote] Replace magic rings with piercings of and have your smiths make him a "club" http://en.wikipedia.org/wiki/Wrecking_ball
[quote who="luketan" reply="43" id="3069939"]Levels increase hit points only no?[/quote] My level 38 hero gets: +38 strength from discipline feat (+1 str per level) +38 int from brilliant feat (+1 int per level) +38 con from champion cuirass item +38 accuracy from champion helm item +76 accuracy from "level 38 bonus" (automatic +2 per level with no feat or item) +38 Spell resist from "level 38 bonus" (automatic +1 per level with no
I like the RSP idea. Mages strong against armies and weak against melee Melee strong against mages and weak against armies. Armies strong against melee and weak against mages. Monsters could then fall into 3 types: Swarms are monster armies, eg 50 dog sized spiders. Beasts are monster melee, eg 1 giant creature that hits hard Horrors are monster mages, eg 1 bog monster that releases clouds of poison that decimates armies but doesn't
IF the game was fixed in other ways so it would be POSSIBLE To have more then one stack / solo sov (ex, fix the economy so you could field armies). THEN it would make sense to nerf teleporting somehow.
[quote who="luketan" reply="15" id="3069918"]I understand you well enough I think, I see you are engaged with people who are arguing that melee is even stronger hence no need to fix magic system which I think is clearly missing the point (Melee being even stronger is besides the point).[/quote] Not at all, we are arguing that melee is even more broken so nerfing magic for being OP is not desirable at the moment. If "fix the magic system" means "nerf magic" then you have a prob
[quote who="lokiju" reply="19" id="3069920"]I always said that every magic discipline needs at least a 1st level single target damage spell. Just 1. Please. Earth throws a stone. Water an ice bolt. Air, well, air blast? [/quote] Anything BUT an icebolt, please! It is so stupid that "water" attacks by physically spearing someone with frozen water. Why can't you just suck out the water out of enemy? it is so much more practical.
You know, the core issue I think isn't that armies are weaker but that armies are impossible to field. What I mean is that to make an uber melee sov I just need to walk around killing monsters and looting their uber items. Pretty soon I will be decked from head to toe with magic items and am level bazillion that combined make me unstopable. I can't buy him any equipment since even a massive empire can never build a piece of armor or weapon superior to what he has. Wiel
1, Path of a mage is a waste. Take path of the assassin for better results. 2, Why would you need to reduce costs? The only spells ever worth casting in combat are haste and battle cry for the +2 to initiative each gives. 3. Yes you can kill everything with spells just as you could with melee... except that fire spells don't hurt things immune to fire and focusing on doing magic damage means not getting insane-ridiculous dodge/defense. You have to actually micro ma
[quote who="wwwolf123" reply="49" id="3069827"]You're not getting my point here - I can cast any of those spells for 1-2 mana due to cost reduction. Affinity + Path of the Mage + any caster item and any concept of mana balance goes right out the window. That's ignoring the irrelevance of tactical mana costs once you're past a certain mana threshold anyway, as there is no limit on the amount you can spend in one battle.[/quote] 1. Each spell still wastes your tur
Oh, I always assumed it meant having more monsters on the map or stronger monsters rather then just having them attack you vs attack the AI.
[quote who="jeremyosborne" reply="8" id="3069854"]I'm splitting the metaphorical semantic hair here, and yes, I agree with you, I can wrap my brain around it, but saying that, "I provide you -1 gildar" is weird. Really you _provide_ me a negative gildar? No you don't, you _take_ a gildar [/quote] Eh, I considered it but couldn't decide what to call it instead... how about Cost to build: 200 hammers (or whatever they call it in elemental) 10 metal</p
[quote who="Toraa" reply="34" id="3069855"] But what really concerns me is not making magic more damaging or powerful, but making melee based sov and champs less opverpowered. [/quote] This has been true since day one. People whine and whine about how OP magic is and how it needs nerfing but since the days of WoM to current FE a single melee sov could solo everything. I beat 0.75 and 0.77 with: 1. Never building a single army 2. Never having a hero p
[quote who="G30ffnet" reply="16" id="3067659"]I think one of the biggest issues is that the various characters paths aren't really balanced. Path of the mage or warrior gives you objectively better skills than the others. Mage lets you murder everything with fire, while warrior lets you have awesome special attacks. The assissination and defender paths don't really have anything as cool as or useful from what I've seen. And I think
The ability to teleport should alleviate AI pathing issues not exacerbate them. It shouldn't be more complicated to program then the actual pathing algorithm. And as is it is already a very limited use spell. I only used it once somewhere mid game to kill an ogre threatening an undefended town (all towns are undefended due to economy being bonkers). Rest of the time I relied on my move 8 to get to where i needed to be.
[quote who="seanw3" reply="1" id="3069838"]Gotta post these in the FE Support forum. [/quote] What support forum? this is the FE beta forum is it not?
Using the sweep ability has a bunch of bugs: 1. takes a very long time, as in, the game appears to hang for 30 seconds (i have an intel i7) 2. does not apply poison (neither do other attacks such as double strike) 3. Cannot crit (neither do other attacks such as double strike) 4. Require that I manually target myself to perform the attack.