Nerfing summons makes sense, as does the overall change to mana. However, can we expect significant other changes to the spells themselves? The non-summon spells need more power and, most important, variety. It's important to balance spellcasting, but you also need to make it less boring. Insert inevitable MOM reference here.
Oghier
Development resources are limited. I'd rather they were spent on the mode with the most replayability -- sandbox.
Another vote for "I don't care about campaigns." I just want Elemental to be the best, deepest sandbox Stardock can make.
As others have said, this translates poorly to turn-based. Most people do not want to move 30 units every turn in a tactical battle. However, the unit graphics themselves might be changed to include more soldiers. Assuming there are no serious performance issues, that would look somewhat better.
As (many) others have said, the issue is more than damage distributions. Certainly, that needs to be fixed. More important, however, is the need for more complexity and useful options on the battlefield and, therefore, back to unit design. This does not need to become a Total War game, but you do need to include most or all of the following: 1) Damage types and resistances (even it it's just physical, elemental and spirit) 2) Flanking effects o
I thought Tom's review was spot-on. This game has a fantastic array of design elements, just about everything you could wish for in a turn-based strategy game. However, none of them are polished and done. They all need some work. Moreover, the way they interact together needs at least one major balance pass. Elemental is a decent game now. The potential for a great game is clear. Happily, Stardock's record and stated intentions indica
Minor factions do not expand. It's not a bug.
Unit design and tactical battles both need more meaningful decisions and trade-offs. As others have said, these items were rushed. They work, but they're not done, not in terms of long-term replay value.
The tactical combat system is mildly interesting now, but another layer or two of complexity are needed for long-term replay value. Zones of control, flanking and some other standard mechanics would make the game much more attractive to many. Regardless of whether Stardock enhances tactical battles in that manner, I hope the engine allows for it. If so, some modder will grab it and run :)
[quote quoting="post"]I feel like too many games come out these days to be “consumed” and then moved onto. As an “old time” gamer, I want to have a game that I’m playing for years and years to come. [/quote] My feelings exactly. Elemental has the potential to be not just a game, but a hobby. It's currently a fairly good game. I fully believe Stardock will support it until it becomes a very good, or even great g