[quote quoting="post"] Reduced Adventurer's Boon to +8 hit points instead of 10 [/quote] I think the HP bonus should remain at 10, because the traits should be powerful and the player should have always difficult choices at a level up. Speaking of difficult choices the Quick and Fast traits should be combined into Quick (+ 3 initiative) and the Potential traits should be combined into a single trait (maximum number of magical items is increased by 1).
Wizard1200
[quote who="cardinaldirection" reply="3" id="3241302"]However randomness is not an issue, it is a strategist's greatest foe. Specializing in fire magic because one discovers 5 fire shards is just wise.[/quote] But the player and the AI choose the specialization at the Sovereign creation and not in the game. That is the reason why the randomness is such a huge problem. There should be either a building that increases the shard power of one element by 1 (requires a lev
[quote quoting="post"] Added the Dragon Slayer champion ability, (warrior only, gives +10 attack vs dragons) Added the Executioner line of champion abilities (assassin only, gives bonus attack vs men) Added the Loner champion ability (bonus attack, initiative and dodge when the unit is alone) Added the Shadow Strike line of champion abilities (assassin only, ignores a portion of the victims defense) Path of the Assassin gives +100% crit damage
I think that the gap between the paths is currently too small and the path selection should have a huge impact on the development of the hero. The paths should be selected at level 2 and Fallen Enchantress should have the following paths: - Path of the Warrior - Path of the Assassin - Path of the Evoker - Path of the Conjurer - Path of the Governor
[quote who="Trojasmic" reply="43" id="3240733"] Isn't 5 damage for 5 turns a bit much? That's automatic death to Pariden and Resoln champions because of their low hit points. If we're not willing to modify hit points a little bit, maybe we should start talking about increased spell resistance for Pariden and Resoln races so they can't be one-shot-to-death from spells and ranged magic staffs.[/quote] I think Pariden and Resoln should have a Spell Resist
It is not a bug. It is a feature :) The scaling of all spells is too strong at the moment.
Yes the evoker trait should magnify the healing spells, too.
No, i have tried different difficulties, but the AI has never cast an offensive strategic spell at my units.
[quote who="ddd888" reply="46" id="3240081"] the problem now is not about the new hp balance, that is nearly fine the problem is proci being so bad fighter in general, she was bad even b4 this change SHE need a buff not the general system[/quote] I think that not she needs a buff, but a mage should be useful at the low levels. If the Path of the Mage could be selected at level 2 it would be much better.
[quote who="CdrRogdan" reply="42" id="3240002"] The fact of the matter is that at 32 hp, without the ability to heal, even the most pathetic technology group of archers can kill champions. At 20 defense a group of 7 damage archers will inflict roughly 2 damage per unit. So against 3 archers with 3 units each you have a little more than 2 rounds to live. Even at 1 damage you can get pecked to death by larger groups.[/quote] IF the archers hit ... As soon as you have
[quote who="GFireflyE" reply="2" id="3239294"]Imo, enchantments should be balanced as follows: Inspiration - +1 reseach/essence - 10 mana cost - extremely useful and well balanced. Meditation - +1 mana/essence - 10 mana cost - extremely useful and well balanced. Enchanted Hammers - +1 materials - 10 mana cost - acceptable if low unrest, but balanced. Sovereign's Call - +1 growth/essence - 20 mana cost - extremely useful and
[quote who="Supreme Shogun" reply="37" id="3239964"] And why there should be more than one way to dispel / get rid of them. No one likes to be shrunk/blinded/slowed the whole battle.[/quote] Yes, but i think a tactical spell that removes all enchantments would be much better.
I think the new HP are great, but the spell damage is too high. [quote who="CdrRogdan" reply="38" id="3239942"]Level 13 must have taken quite some time. Like clearing half the map.. And your saying that having 32 hp is somehow remarkably better than 28 hp? How does 32 hp protect you against stave units that ignore defense?[/quote] Cast Natures Cloak and / or use + 25 % fire / cold resistance rings to reduce the damage and increase the effect of the HP.
[quote who="Emperorjarin" reply="33" id="3239923"]Instead of nerfing the power of haste and slow, how about simply limiting their duration? 3 turns on slow, 4 turns on haste? Building a support-oriented magic user should feel as game-changing to play as one hurling fireballs left and right, just in a different matter.[/quote] Yep, because of the low damage without Path of the Mage and Evoker combat spells are useless for the other paths. That is the reason why support spel
[quote who="Glazunov1" reply="26" id="3239105"] Perhaps because there are a whole raft of sub-paths for the mage, dependent on which combination of spellbooks they know? What I would like to see for mage champions (as long as mages have been brought up) is more combo spells--and summons. So the mage is rewarded well if they have Earth and Fire to level 4 each, etc. This would promote specialists and differentiation, rather than all-arounders who tend to seem alike.
[quote quoting="post"] Increased moves for Cave Bears, Coastal Skaths, Drakes, Ebbon Wolves, Forest Drake, Great Wolf, Ice Warg, Escaped Juggernaut, Mire Skath, Naja, Ophidian, Pack Drake, Plaguestalker, Silt Skath and Umberdroths [/quote] The increased movement is a very good idea, but it reduces the power of ranged attacks. The initiative penalty of ranged weapons should be reduced, because with the higher monster movement and the higher movement of horses it is much easi
[quote who="mqpiffle" reply="20" id="3238676"]I agree with the sentiment that there should be two warrior-type Paths, two mage-type Paths, and the administrator Path.[/quote] Yeah it is strange that there is only one mage path and four non-mage paths in a fantasy game. Assassin: Strong against single units with melee and ranged attacks Warrior: Strong against groups with melee attacks and improves his army Evoker: Powerful damage spells with the evoker and affi
[quote quoting="post"] Haste does +3 init (+1 per air) instead of +4/+2 Slow does -3 init (-1 per water) instead of -4/-2 [/quote] I think it is great that you start to reduce the shard scaling, but + 3 or - 3 is too low, because all spells should be useful without shards. Reducing the base effect of the spells removes the "go big or go home" feeling and is in my opinion a knee-jerk reaction to the kiting problem. It would be better to: - Haste: + 5 ini
I think it is not possible that the AI gets powerful heroes without help. That is the reason why i have suggested a path for mage heroes here: https://forums.elementalgame.com/431187
[quote who="Glazunov1" reply="31" id="3238569"] And then after you build a few units, along comes a bunch of trolls planning to party on the ruins of your town. Doesn't matter that you dropped a few decent units there; the place becomes a tourist attraction for vanished cities. Defending a town adequately should really be possible, rather than simply trying to find sites that are well protected, with champions you station endlessly on roads for quick access.[/quote]
I have voted Excellent, because i am sure that as soon as the spells are balanced the game will be amazing :) I lost four games on expert today, because i tried to win them with a single melee Sovereign. Great work :)
[quote who="Derek Paxton" reply="1" id="3238467"]Yeah, I thought about that, it is so good. But I didnt want to change it yet because I felt like no one was laying Path of the Defender. let me know what you guys think. Do you pick it more than Path of the Warrior or Mage?[/quote] I think the gap between the Path of the Warrior and the Path of the Defender is too small, because they are basically the same. It would be better to put some paths together: - The d
[quote who="sweatyboatman" reply="7" id="3238493"]I know it's been a problem forever, but I had thought progress was being made as of the last patch. My heart literally dropped when I saw that pioneer sharing a tile with the mites that should have killed it. I really don't want to concern troll. I hate the posts that say, XXX must be fixed before release or FE will be a disaster. But this is bad. It's really bad. Watching the AI waltz through mon
[quote who="Frogboy" reply="5" id="3238440"]We're starting to put in pre-made maps that will be the default for new players. The random maps are supposed to be random. But I agree that they're not for everyone.[/quote] The random maps are great, but the essence is a balancing problem, because it is HUGE difference if the starting city has 0, 1 or 2 essence. With 0 essence city enchantments are not possible. That means the first research takes roughly 16
The starting locations are still too random. I have started four games (medium map, expert difficulty, standard settings) and i got the following starting locations: - 4 / 2 / 0 - 3 / 3 / 1 - 4 / 2 / 1 - 4 / 3 / 0 The starting location should be always: - 3 / 3 / 2 - 4 / 3 / 1 - 3 / 4 / 1