DGB246

DGB246

Joined Member # 2466694
39 Posts 267 Replies 14,454 Reputation

@Kongdej The mountains are 4 tiles across so you have to do a line across them - i.e. you have to cast it 4 times just to get across one mountain range - 200 mana

13 Replies 4,700 Views

Hi Brad congrats to you and your team for getting the game to this stage. I'm thinking what the game needs most now is balance tweaking - some buildings and spells need attention such as destiny's gift and adventurer's guild these need buffing to make them worth building/casting. I also think Yithril needs to be buffed as it's pretty weak relative to the other factions. Also with regard to spells I'd like the restrictions lifted on air, water, fire and eart

172 Replies 672,085 Views

They used to have ranged attacks for each spellbook but they did away with it to give each book a separate identity - they also brought in the magic staves to give wizards ranged attacks and they're pretty easy to get to. I would like to see some traits that allow mages to use magic staves more effectively - maybe +4 initiative and +2 damage when using staves and allow sovs/champs to pick it 3 times as perks

5 Replies 2,790 Views

@GFireflyE Do you actually use raise/lower land or are you just playing devils advocate? 50 mana to slightly edit 1 tile is ridiculous in my opinion. I also think 50 mana is alot, especially in the early/mid game. If you got a 2x2 square for raise/lower land I'd think thats fair - you'd still need to cast it twice to create a shortcut through a mountain. It doesn't create hard barriers to movement all it's supposed to do is allow shortcuts but it

13 Replies 4,700 Views

I'm surprised this has continued through so many betas but some spells cost far too much mana for their effects. Some off the top of my head include incinerate city, bless city, curse city, destiny's gift, raise land, lower land. All of these spells cost hundreds of mana for very marginal effects - I thought incinerate city would be really cool instead it does one hp damage to each unit in a city (no scaling) for *200* mana! (edit) There's too many daft spell

13 Replies 4,700 Views

Drain life comes at death 3 wheras heal comes at life 2. Also drain life has a casting time and can be resisted so I don't think it's clearly better than heal. I think shrink is fine in life - it's one of the few spells in life that requires spell mastery, pretty much all of their spells ignore things like spell resistance and counterspell

6 Replies 3,133 Views

@ j_wl_b I love the double axes idea, that would be really cool and distinctive. I'm not sure they should lose shields tho (they've already lost ranged weapons) - instead I think they should get -10 to accuracy if using 2 axes - additionally I think they should get a +4 crit chance if using just one axe. If they had those perks included plus the special axes, that would really help Yithril

5 Replies 2,748 Views

I'm glad you guys are looking at making this clearer but I'd like to make a further suggestion which is that any additional requirements for those spells are displayed too. 3 of those spells have additional requirements: 1) Stinking mud - also requires earth 2 to cast 2) horrific wail - also requires death 2 to cast 3) mantle of oceans - requires a kingdom faction (empires get tsunami instead I think) Would it be possi

20 Replies 41,132 Views

I'm starting this thread to get some ideas going for how to boost Yithril. They don't seem to get a great deal of benefits in my opinion - the trait where they start with training is pretty minor and should be merged with the other trait in my opinion. Their axes and juggernauts come way too late in my opinion and I think they should get additional benefits earlier in the tech tree to compensate. so some suggestions include: 1) Juggernauts trait co

5 Replies 2,748 Views

I'm thinking that we should create another thread that looks at balancing Yithril as a whole compared to the other factions

20 Replies 12,621 Views

@CdrRogdan I think we are both wanting pretty much the same thing it's just a numbers tweaking issue but you can summarise it as 2 things: 1) monsters have higher base hitpoints at level 1 to compensate for them being single units - no 8hp ophidians 2) when monsters level up they get a comparable hitpoint gain to a squad of troops I'm ok with spells that work particularly well on squads of troops such as courage because on the flipside yo

16 Replies 10,235 Views

@CdrRogdan Sorry I meant 15% from the base level 1 hps so the hp gain would be the same each time they levelled - I guess I should have made that clear. Currently, you can have a 5 man squad with 8 hp each at level 1 effectively getting plus 50% health each time they level up as each soldier gets +4hp per level. A monster doesnt gain much with an extra 4hp per level. I suggested +15% (of base hp) per level, which is actually very low gains and would possibly need to be

16 Replies 10,235 Views

@Shogun I think death magic is very good with Ceresa and Resoln but it doesnt help warlord Verga very much nor any other warrior based sovs as it relies on good spell mastery. Life magic on the other hand is good to dip into for any kingdom sovereign for regeneration if nothing else. I think bless shards would be good for a new kingdom rather than the existing 4 and it could come with a package of extra life spells (like Resoln's trait gives 4/5 death spells

6 Replies 3,133 Views

I think they should raise the base hit points of individual monsters and hit points for both squads and monsters should increase by 15% each level so this levels the playing field between individual monsters and squads as their hitpoints will increase at the same rate as they level. This would make monster quest rewards more satisfying and would also be good for things like bound spiders and juggernauts. @mdonais - I don't think anyone wants to nerf armies but the current setup he

16 Replies 10,235 Views

Ah sorry about that. I guess they could have a lower spell resistance to compensate (big but dumb) but as a whole package these guys need buffs instead of nerfs.

20 Replies 12,621 Views

Some of the 'big' units only get 8 hp too which is pretty underwhelming - e.g. when a quest rewards you with a pet ophidian all it has is 8 hp. I hope beta 5 has a close look at hps for squads and single units

16 Replies 10,235 Views

Ythril already get a big penalty - no ranged weapons. It seems pretty harsh to stick another penalty on in addition to this. I actually think Ythril could do with some extra bonuses as they seem relatively weak to me - their beserkers and axes come so late too. I feel more could be done with them to make them interesting and more powerful

20 Replies 12,621 Views

OK it seems to me that death magic is only worth taking for a mage type champ/sov as all the curses are unreliable unless you have high spell mastery. I was thinking that it would be good to have some spells that would be good for warrior sovs that just want to dip into death magic. So here's a couple of suggestions 1) soul harvest - an enchantment that gives a tears of cyndrum effect to the unit - basically this would be the death shard counterpart to regener

6 Replies 3,133 Views

Its also odd when you rush these things and get gold too - I'd like them to do away with the 3 turn min build too. While they're at it how about rolling over production and research outputs too, all it does is create a situation where people are micromanaging through tweaking tax and rush buying - it's boring but unfortunately these things become increasingly important with ridiculous+ setting

14 Replies 3,916 Views

Hi Darkehound I had the same issue with not seeing my sov in the portraits from beta 3 onwards but I was able to fix it so what I did might work for you too. Basically the Geforce graphics card stopped being default for Elemental and it was using the basic graphics card instead, when I went through my graphics card controls I was able to manually activate the correct card again and now it works fine.

117 Replies 239,122 Views

I think all the soveriegns and races are pretty good - between beta 3 and 4 I've played all of them and I think they can all become very powerful indeed. If you level up any of the sovereigns right they can all become total badasses - I don't think any of the 8 have any serious weaknesses really. I'm currently using Ceresa and the wraiths (my personal favourite) and they definitely are not weak - OK they get some penalties via wraithblood, scarred, and no armour but they a

69 Replies 24,407 Views

Hi guys just a quick post - just started playing beta 4 and am enjoying it but have encountered a bug with the quest map usable items. Sometimes when they are used the create a quest location that cannot be accessed - the graphic for the tile is there but champs/sovs can't use it. This doesnt happen all the time but it's fairly frequent and kind of puts me off using them as I have to save before using them each time and reload if they're duds.

1 Replies 2,250 Views

I don't really have any strong feelings about EA either way - I very rarely get their games as they simply don't appeal to me but then I do remember some gems that they were involved with such as: Command & Conquer Red Alert 3, Sindicate, Populous, Shogun Total War, Road rash, Dead Space and I'm sure there's others but they get lost in the dross of mediocre games they also produce. I guess they tend to find something that is popular, like FIFA and John Madden and j

63 Replies 231,650 Views

Derek stated this beta will be available in a few weeks, has that been pinned down to something more specific. Are we talking end of July or is it more likely to run into mid-August? I'm glad the next beta is in the pipeline anyway

208 Replies 712,620 Views

Derek, I just read your post and I'm loving your ideas, I knew you and your colleagues would come up with the goods. I'm super keen to try out the next beta and see how these play out. To answer your question about city enchantments and buffs, I do these things: 1) play meditation on all smaller settlements 2) play inspiration on any half decent settlement 3) I have a focused troop training city buffed with all the aura of vitality type spells

208 Replies 712,620 Views