[quote who="Heavenfall" reply="7" id="3245924"]I think ocean's mantle is just fine. Life and Water are two of the least offensive spelltraits in the game. It is perfect for a mostly-buffer type character.[/quote] Until you get Water 4 and Blizzard ...
Wizard1200
[quote quoting="post"] Increased the default Accuracy to 70 (from 60) Increased the default Spell Power to 70 (from 60) Accuracy per level reduced to 1 (from 2) Spell Power per level reduced to 1 (from 2) [/quote] Perhaps you should change the traits at the Sovereign creation to: Discipline: + 15 Accuracy and + 15 Spell Resistance Hardy: + 10 HP and immune against poison Brilliant: + 15 Spell Mastery and + 15 % xp
[quote who="ddd888" reply="2" id="3245806"] also since there is a balance tag, mantle of ocean should be heavily nerfed i use 10% and its even too much, mana discount stack too good like other things[/quote] I think the spell should reduce the mana cost by 25 % and should have a maintenance cost of 1. [quote who="Emperorjarin" reply="3" id="3245816"]Death's version of Mantle of Oceans is Horrific Wail, which does 3 damage per caster level to
[quote who="Emperorjarin" reply="49" id="3245812"] Magic should NOT be just as useful to a brain-dead warrior as a sorcerer who has spent all her life studying the arcane arts. If anything, magical power needs to be dramatically increased for those who take the mage profession, especially for support magic (buffs, debuffs, summons, basically anything that is not direct damage). In general, magic doesn't feel nearly as powerful as more mundane methods of murder and mutilat
[quote who="DGB246" reply="32" id="3245607"]I'm not sure what to make of all this spell nerfing - I'm sensing a drift towards WoM where spells were pretty weak and didn't scale well. Damage spells are already weak on the higher difficulty settings and these changes will make them pretty much irrelevant. [/quote] The higher difficulty settings should not grant the AI more hit points, because this destroys the game balance (spells are less useful, poisons are less useful, ..
[quote who="Tuidjy" reply="13" id="3245763"]It will not work. Until city defense is equipped with at least the second best gear available to the nation, it will be irrelevant. Rushing a side should not work. And the AI is terrible at using low end units. Even at ridiculous, it is not until turns 60-70 that the AI has a prayer of stopping a well crafted fighting sovereign. A prayer, not an actually chance, mind you. That never really happens (at least not in
[quote quoting="post"] Balance ... many great changes ... [/quote] I think that the reduced shard scaling of the spells is great, but ... - the base effect of many spells should be increased to make them useful for all heroes: - Heal 8 -> 10 - Flame Wave 4 -> 6 - Burning Hands 8 -> 10 &
I think the city defenders should be replaced by one catapult.
I think that monsters should attack the units of Tarth, too, because it is currently too easy to collect the loot and the xp. The Master Scouts trait should only remove the movement penalty in forests, swamps and rivers. The Tarth Bloodline trait should be improved, because with the reduced power of the Master Scouts trait the faction would be too weak: + 3 initiative, + 3 attack and + 1 movement in an army of 3 or smaller. or Every level 1 city
[quote who="Kestral2040" reply="6" id="3244275"]I agree that some of these abilities might need some work to be on line with others... but I personally think Summoner, Warlord and Beastlord are just as useful as the 3 you mentioned depending on your playstyle. edit: diplomat is also really, REALLY good[/quote] Summoner would be useful if there were more creatures in the game that could be summoned and if the chance of getting the summoner traits would be higher for a
[quote who="GFireflyE" reply="5" id="3244149"] Even with the horse losing it's initiative bonus, it's still better than the warg. Imo, Wargs should be: + 1 movement, + 3 initiative, + 3 attack, + 10 dodge, + 15 dodge against ranged, + 100 prone avoidance Afterall, them wargs have teeth too... [/quote] The attack bonus would be great, but it would be strange if your hero inflicts more damage with a bow, because he sits on a warg :)
I think it is still useless compared to: Warlock (+ 50 % spell damage), Armorer (+ 25 % defense) and General (+ 25 % xp).
[quote who="ddd888" reply="1" id="3244083"]wargs are op guys... 10 dodge 15 vs ranged dodge is so so much op the rest doesnt matter when you get nearly immune to dmg [/quote] Good point. I think the dodge bonus of Horses should be reduced to + 15 vs ranged and Wargs should have a dodge bonus of + 15 vs ranged, too, and no additional dodge bonus.
I probably beat a dead horse, but ... :) i think the scaling of the damage spells and that the AI is unable to create powerful heroes with useful traits are still the reason for many unbalanced fights.
[quote who="ddd888" reply="1" id="3244048"]i wouldnt call it deal breaker but yeah it would be much much nicer to have a placement, there was one guy who did a very cool plan for it dont recall who he was though[/quote] Yeah, i think the scaling of the damage spells and that the AI is unable to create powerful heroes with useful traits are much bigger problems.
The critical chance of + 15 % is great, but the critical damage should be reduced to + 25 % to make critical hits less deadly. To reduce the deadly effect of critical hits further Vital Strike should be changed, too: Vital Strike (currently): + 2 % / 3 % / 4 % critical chance, + 20 % / 30 % / 40 % critical damage Vital Strike (changed): + 5 % / 5 % / 5 % critical chance, + 5 % / 10 % / 10 % critical damage Shadow Strike is currently too p
[quote who="NorsemanViking" reply="137" id="3243208"] It's basic defence, not just air defence, if that was what you meant? [/quote] No, i forgot to enter a blank line between my question and my opinion of the change :) [quote who="DsRaider" reply="136" id="3243205"] The problem is that when cast on already high armor units it made them nigh invulnerable. A lot of spells need to scale less, stonskin is no exception. Of course the damge spells
[quote quoting="post"] Stoneskin does 3 (+1 per air shard) in defense instead of 4+2 [/quote] Per air shard? I think Stoneskin should protect the target against all kinds of damage, because the effect is much lower.
[quote who="Gaunathor" reply="107" id="3242390"]A multi-target version of Haste and Slow would be nice. Should be easy to make. Getting the mana-cost balanced is probably the hardest thing to do. [/quote] And this version should affect all friendy / enemy units, have a stronger effect (+ 5 / - 5, does not scale with shards) and it should be a level 3 spell with a mana cost of 50 like Fireball.
To increase the gap between the different paths the Swordsman trait (+ x % cutting attack) should require the Path of the Warrior.
[quote who="Heavenfall" reply="74" id="3241367"]Yeah, I am also concerned about wargs having such a big initiative bonus. A hero down at 14 or 16 ini (heavy armor, mace-wielder) would get a great bonus from a warg.[/quote] The initiative bonus of the wargs should be perhaps reduced to 5.
[quote who="Heavenfall" reply="10" id="3241344"]Then go for a build that doesn't depend on getting a shard. Instead of picking 3 spellbooks, pick Brilliant or Warlock or Attunement or Summoner.[/quote] Warlock and Summoner are professions and cost no points. Not picking 3 spellbooks increases the chance of not getting the shards you need to 66 % (2 spellbooks) or 83 % (1 spellbook) and all builds depend on a shard, because it is huge difference if your Heal spell heals 8 HP or 12
[quote quoting="post"] Added the Executioner line of champion abilities (assassin only, gives bonus attack vs champions) Path of the Assassin gives +15 crit chance instead of +1 per level [/quote] Thank you very much :) It would be nice to have an Elemental Slayer trait (+ 10 attack vs. elementals) for the warrior, too, because dragons and elementals belong to the most powerful creatures in the game.
[quote who="Heavenfall" reply="7" id="3241326"] No, they don't. It is perfectly possible to play a well-rounded sovereign. If you decide to specialize heavily into one area and then not get the right resources to support you, that's a calculated risk you chose to take.[/quote] That was the case when the first spellbook had a cost of 1, but now it has a cost of 2 and that means the maximum number of elements that can be selected at the Sovereign creation is 3. This results
[quote who="ddd888" reply="69" id="3241325"]path of assassin... good from a balance pov but dont like it, crits were so much out of control already, increasing dmg make them even more so nerf on bows... probably ok, it may be needed to compensate assassin changes and nerf a bit archers that were maybe too good after last update horse with no init... seems too strong nerf compared to wargs... why would anyone not use a warg now? at least nerf warg too (dodge mainly its ov