The Imperfect, the Unbalanced, the Exploit I would like to add my view on the shortcomings of elemental to the sea of critics and reviews we had the past days/hours. Many of the things I write have been mentioned before, I repeat them, partly so the devs see why we are not too happy about the game and what we expect they improve on and partly as a form of catharsis for me after playing the game since Monday withou
Xadie
The devs definitely should introduce "divorced by death" to the world of elemental. Think about that: one unlucky development disables the whole feature dynasties for the rest of the game!? I think that is of questionable design. As a side note: Isn't it what those priests at Christian marriages always tell: Married until Death divorces you?
Feel free to start one :-)
[Suggestion][Gameplay][Tactical Combat]Position Rules on the Field Hi Guys! I like to introduce some special position rules to the game which will enhance tactical combat mechanics. BUT PLEASE BEWARE: This post is LONG and I'm not eloquent in English. Reading this post will be exhausting, but I hope I can explain those ideas in a way that you can see the merit in them. Those concepts are basically a free adaption of
I'm absolutely for a stack size limit, because in any game that doesn't impose some sort of limit the game swings towards putting all eggs in one basket approach, which leads to rather boring game mechanics: build up phase, train phase, stacks of doom clash - one player wins the other player dies. Basically HOMM style of gaming. So very static, not very dynamic kind of play. So there should be some kind of limit. Preferably a modable limit. I would appreciate some kind of spe