seanw3

seanw3

Joined Member # 2990919
182 Posts 5,819 Replies 1,616 Reputation

I like the ideas there. I hope the devs add charm. There are so many uses for such an ability. We have to keep in mind that the only traits and abilities we can add are ones that use functions already in the game. But there is always a chance that new ones will come in.

21 Replies 11,705 Views

I am mauling and getting mauled. It is balanced so far as I don't get 30 accuracy and then can kill everything. I have only found the sword that gives the ability.

12 Replies 3,969 Views

Balance in one week is just fixes to the current system. It is my assertion that balance over two weeks means fixing some of the stuff you listed. The structure is what needs to be balanced.

16 Replies 23,158 Views

The other thing that would be nice for an assassin is special ranged traits. Think about how many arrows the Green Arrow had. I would like to see Rangers and such that can stun an enemy with a special arrow ability. Synergy between abilities like this and regular units would add alot to strategy. We just need to make sure that a ranger does not copy the abilities of a Mage. Stun, shatter armor, poison, drug, smoke, trip, knock out, and explode would be great special abilities for an A

21 Replies 11,705 Views

I actually respond better to difficult challenges than most. [e digicons]:banhammer:[/e] I will e-mail you when I need help, but I need to be able to do this. Mater how long it takes. Thanks for the help!

145 Replies 93,870 Views

I commend you on structure and analysis. This will be a great post for discussion. We should designate you as [Discussion] manager. As to Making it better than MoM, I have been thinking about this. There are currently 5 roads to victory: Conquests, Masterquest, Diplomacy, and Research. The endgame is currently not that interesting. Conquest and Diplomacy are essentially the same thing. The on

52 Replies 168,418 Views

Assassin should get it from multiple strikes, poison, crits, initiative, and ignoring armor. So many interesting options.

21 Replies 11,705 Views

The dev journal said two weeks and major changes to balance. We are also getting some of the actual AI put in. The problem is that all this change requires alot of internal work.

16 Replies 23,158 Views

Oh really? I felt that all of the below were rude and insulting. If that was not the intended tone, I understand. Text can obscure the actual meaning of what we want say. [quote who="OrleanKnight" reply="5" id="3072195"]You're knocking off the idea of the 'mini-city' in what sounds like a ploy to embrace the laziness of the developers.[/quote] [quote who="OrleanKnight" reply="11" id="3072813"]I'm very, very saddened by this community and with Beta Testers like

22 Replies 20,076 Views

We only have a week till the next beta version. I think the next one will have some major changes. It will be worth the wait.

16 Replies 23,158 Views

You fired the shot across our bow. And now you wonder why we are angry? You seem to be unaware of your tone and how people react to insults. I think most people have been very patient with you. I still want to discuss these ideas with you. If that is what you want.

22 Replies 20,076 Views

Oh god! I need to learn Havoc. Today. I would appreciate a quick tutorial on loading a basic unit designs from FE or WoM and then I can just go on Youtube, I assume, and watch some example videos to learn the rest. That is just too cool to let you have all the fun.

145 Replies 93,870 Views

There is some tree to paths, but not enough right now. I think we are simply waiting on content. Remember, each trait has to be balanced by Derek, so that probably means a few candlelit dinners and some movies before it goes in the game. The key is striking a balance between paths and randomness. I would guess that ultra rares are going to be pretty powerful, but only unlocked by spell level 5 or unit level 15. I am already designing my own paths. Heavenfall in f

21 Replies 11,705 Views

It might be a matter of distribution. I wonder if FB is trying to get mixed units tactics by giving the AI a need to have several classes in one army. I noticed in the AI xml that there is also logic for units to move to a specific square to get a bonus. I thought that these tags were simply to allow each unit to know which bonuses to want. If so, we could make a Archer and define this unit to go after accuracy tile bonuses on the tactical m

58 Replies 40,727 Views

[quote who="OrleanKnight" reply="11" id="3072813"]Regardless of my request, people are still throwing down the 'I agree' and 'I disagree' replies.[/quote] I gave you an entire wall of text that had no measure of agreement or disagreement, only what I thought the devs were likely to consider so we could move forward in a more practical discussion. Then you responded with rude comments that were as close to "I disagree, but don't want to write any

22 Replies 20,076 Views

Just getting ready to make a front page for this. The other thread is a little unorganized.

0 Replies 1,572 Views

I don't like leaving my quest drops up to fate in the first place. I always want to design the reward to fit the quest. For me the randomness comes from the risk/benefit option you choose in the quest.

40 Replies 123,552 Views

I just tested this by making a unit with high Dexterity and sure enough, they get no bonus to crit. There is certainly room for improvement here. There should be and incentive to get a high dexterity to crit better. Axes give +1 to crit, but since it is disabled apparently for regulars, it only works for heroes. Axes are essentially useless. There is little reason to choose any weapon for a specific goal. If this is a design choice, I would implore yo

0 Replies 727 Views