[quote who="Davos10" reply="26" id="3060130"]Proposals to reduce the insane combat effectiveness of melee heroes: 1. Increase costs to level, or reduce the rewards thereof. Or better yet, reduce the time it takes to train units. 2. There should be fewer “individual melee” level bonuses, and more army enhancing bonuses. Make the generals, not human cuisinarts. 3. Heroes are one person. Units are multiple figures, but one can assume that each figure represents a
Sarudak
Wut is this?
That looks like one of the quests in the master quest line.
I think something as simple as a nerf to how fast heroes gain levels might be enough to fix this problem. Also anytime a hero dies in battle even if you win they should get an injury.
I wonder if this was a stop gap measure to keep the game going even if the AI was being super dumb.
[quote who="Sanati" reply="26" id="3060055"]There are no tiles with 1 in either grain or material anywhere on the map. There are 2/2 (and some times 2/3 or 3/2) tiles out by themselves in the middle of nowhere surrounded by zero yield tiles. So 2/2 has to be the base, and any aggregate has to be very small and terrain specific because otherwise most river tiles would be 6/6 for example. Every single tile along every river is at least 4/2, so every tile along that river has a base yield of som
Maybe what we need are amazing spell caster boosting items that can be on par with high end melee equipment but that require very high level intelligence to wield.
[quote quoting="post"] As RIDICULOUSLY AWESOME as I found it, that leaves room for some serious abuse. [/quote] Fixed that for you
[quote who="Tormodino" reply="8" id="3059885"]Evoker I: +50% base spell damage Evoker II: +100% base spell damage Evoker III: +150% base spell damage If this is how it goes, this is how it should be written, imho. Unless I misunderstand how the damage is supposed to scale.[/quote] It should be written like this cause the higher level ones hide the lower level abilities.
The problem I have is I don't see what the effective counter is for powerful melee heroes. It's not magic since magic doesn have effective single unit nukes. And it's not units since they get shredded.
I think some of them are meant to not scale. They are meant to give you a big advantage at the beginning of the game that you have to leverage to make up for having an ability that doesn't scale
I got my warlord verga so strong that I was able to 1 hit 5 half-health dragons from the final quest in one sweep attack... I believe his attack was around 300, he could cross the tactical map in one turn and he moved twice before any enemy got to move... Does that count?
This needs to be more clear to the player...
Put it in as an easter egg somewhere...
Actually it only increases by 50% not double
Like the title says. Mantle of oceans claims to reduce the cost of tactical spells by 50% but instead increases the cost by 50%.... Not so great.
What does intelligence even do for you anyway?
Which works but it's not exactly obvious to the user
Sounds like a death spell. Why would gilden have it?
How long do you have the contracts for?
Is that the upgrade thing that just showed up? Because it has the same version number.
Hum... Didn't even think about that. They probably sold all the hardware with impulse. I'm still unhappy they sold it...
I can't wait! I'm so excited!
What's with all the wild lands jammed together like that on your map?
So that's like noon PST right?