Aerion Istari

Aerion Istari

Joined Member # 2394776
62 Posts 361 Replies 10,730 Reputation

[quote who="ddd888" reply="29" id="3100393"] Quoting C0LDsteel, reply 27 That's because they don't have to worry about balancing every single faction, spell and item in the game and can instead allow for a more epic experience. so your idea of epic single player experience is playing with unbalanced stuff? really? -____- This will allow them to keep stuff in that would be consid

92 Replies 25,399 Views

By the very nature of the game, Turn-based Strategy games (like Elemental) are particularly UNsuited for multiplayer. On the other hand, Real-time Strategy games are ideal for multiplayer! Frogboy, I commend your decision to exclude multiplayer. 99% of the fans of this type of game are not really interested in it.

92 Replies 25,399 Views

The hardest part of a conquest victory is defending your conquest. After a while, it starts to feel like playing Whack-A-Mole. It would be great if horses could greatly increase strategic speed and not nerf the heck out of some classes like archers.

14 Replies 7,174 Views

I think the XP should be divided by one less than the number of champions. This allows small groups of one, two or three champions to work together without a steep penalty. But any more than three and the penalty starts to get pretty steep. XP = XP For Encounter C = Nbr Champions XPC = Awarded XP Per Champion XPC = Min(XP * C, XP * 2) / C For example, after an encounter that yielded 100 XP: Min(100 * 1, XP * 2) / 1 = 100/Champion

11 Replies 4,469 Views

[quote who="seanw3" reply="9" id="3094569"]One thing that would help is making each champion into a lair with an encounter. For those who don't know, and encounter is the game definition of when you enter a battle during a quest. That way, the hero you are attacking can have minions to defend him and some better equipment and health. Make each hero attack more like a boss fight with high risk/rewards. It should no be so easy to wipe them off the map. [/quote] It would solve o

21 Replies 13,211 Views

[quote who="Manii Names" reply="1" id="3094031"]I usually have a bunch of spare low level champs, and use one of them to courier the item. With a horse you're pretty fast.[/quote] I'd like to know your secret. Even in .77 I didn't have spare champions. Champions are down right sparse in .86. For a game that's all about the magic, we're suddenly not getting many spellcasters. In MoM, you only got 4 champions, but your s

7 Replies 5,606 Views

Pluses to Initiative needs to be scaled back across the board. Impulsive needs to be eliminated completely. Even the AI recognized that spears are overpowered. That's about all they use as well.

37 Replies 64,532 Views

I especially agree with #3!! In fact, it's totally ruining my enjoyment of the game. Or if XP gain is going to be so slow, then champions need to get two picks on level up instead of one and more than 5 options to choose from. Perhaps the first of the two picks is stat change and the second of the two picks some skill, ability or magic upgrade.

12 Replies 13,578 Views

Agree with Nakisisa. Before the latest initiative nerf to bows, I used to like to give my casters a bow so they could do some small amount of ranged damage when I didn't want them to burn mana. But now with the the archery initiative nerf AND the current state of Endless Mana (tm) the hit on initiative is too high and my caster's never want for mana to burn.

28 Replies 11,295 Views

The biggest problem I see with using Intelligence as "Initiative" for casters is that there are not really pure casters in the game. How do you mix them? How do you know whether to use Int or Init for a unit?

28 Replies 11,295 Views

[quote who="seanw3" reply="1" id="3091762"]Fireball has to be used by a Fire Mage that is specifically leveled to use that spell. You need a very high Initiative to make it worth the cost and still relevant during a battle. I can cast mine in the first round with a level 7 mage.[/quote] Exactly my point. Fireball wasn't broken. The Level Up traits that allow a mage to cast a fireball on first turn are what's broken. The first turn +10 to Initiative on first r

28 Replies 11,295 Views

I now consider the Fireball spell broken and won't be using it as it is now useless. I just fought a battle against a Hoarder Spider Army on Season 235. On my Sovereigns first initiatlve I started casting Fireball as it looked like an ideal situation to use it. The battle ended before the spell went off. I won the battle but my Sovereign contributed nothing and probably resulted in the loss of at least one unit (probably two) that I probably didn't need to lose

28 Replies 11,295 Views

[quote who="ddd888" reply="13" id="3090704"] Quoting Nakisisa, reply 9I have to agreed with Aerion Istari about the casting time. Several times I have cast fireball or blizzard only to have the battle finish before the spell goes off. you cant agree on something already proved wrong you probably lack the basic knowledge of the actual game or you are talking about very early game when champions are not

38 Replies 14,087 Views

I just played a version .85 game on Normal and was blown away by the amount of gold and mana I got. I had started using mana in combat totally unrestricted (fighting every monster or enemy I came across with two champion armies and casting every combat spell I could) and still had over 3000 mana. I think I had 8 Shards under my control towards the end. Don't get me wrong, I like having enough mana to be able to use mana in a fight, but to reach a point where I don't

10 Replies 4,566 Views

Thanks Heaven. I'll start with 25% and see how that feels. I don't want to go back to leveling up after every 2nd or 3rd fight, but I would like to actually get to some of the cooler level up rewards. I explored half of a large map and killed almost every beastie I found and not one of my champions had made it to level 9. I think they were all level 6 or 7 except for a couple of the recent adds that were level 5 or less.

6 Replies 4,370 Views

Fireball was only overpowered when able to cast it before any of the enemy is able to move. Once they start moving, it becomes a lot less useful as it become a gamble on whether you'll get enough of the enemy close enough together to make it worth while. As it stands now /.85 I will not use Fireball anymore because the casting time is too long. In the time I spend casting, I could have cast 2 or 3 Flame Darts and been sure to hit my target.

38 Replies 14,087 Views

After reading this and pondering it, I think I'm coming squarely down in the "best defense against kiting is to have your own ranged units" answer. This gives you a reason to make sure you have archers or spell casters in your armies. But I also think an attack should count the same as movement as far as counting towards your initiative. Meaning if you have two movement points, you can move twice or you can move once and attack. That also eliminates kit

218 Replies 399,241 Views
Reply to [Bug Report] in FE Beta

I think the bug was that it would not cross mid-field. Had it been able to pursue me, I would have been squished.

2 Replies 1,685 Views

What we don't like, Brad, is the heavy-handed approach Steam has. We don't like the idea that if Steam THINKS we've tried to rip them off (whether we did or not), they lock out our account forever and we lose the ability to play all our games that we paid for. We don't like having to expose our computers to an on-line client every time we play a game. I for one don't give a crap about multi-player features as I never play games multi-player. Not only wi

444 Replies 1,776,265 Views

[quote who="KingHobbit" reply="77" id="3086576"] quoting post We have gotten a lot of feedback with regards to the “first impression” elements of Fallen Enchantress. Part of that goal is to make it clear to players what the distinctions are between each faction and each sovereign. Visual Pass Across the board the art team has started to put in the Fallen Enchantress specific art assets. This effectively means the world will look quite diffe

100 Replies 250,498 Views

[quote quoting="post"] Champions are automatically able to cast spells. What makes the sovereign special – as a channeler – is they’re the ones with the ability to derive mana from the shards. All spell casters use the global pool supplied, ultimately, through your channeler. The bottom line, lots more magic being thrown around. [/quote] Please elaborate on this? I don't understand what this means to the game.

100 Replies 250,498 Views