[quote who="Alstein" reply="14" id="3238173"]I'd say a universal spell given to all magic schools at Mage level (3rd tier) sovereigns, heals injuries but costs the sovereign 1hp per injury, maybe 2.[/quote] I think one universal injury would be better that reduces the HP of the hero by 1 and can stack. This injury should be applied to the Sovereign, too, and it should replace the mana loss, because your universal spell could cure one injury for 100 mana.
Wizard1200
Oh sorry, i did not notice the other thread. If it is impossible to have dynamic durations the duration should be 3 turns and the effect should scale with the shards.
I think spells like Slow, Haste, ... should have a duration to reduce kiting and to balance the spells. If the player has to cast a spell every few turns the enemy has another chance to resist the spell and the player is not able to do something else. If the duration of the spells scales with the number of shards the effect could be better balanced: Slow: Duration: 3 turns + 1 turn per water shard, Effect: Initiative - 5 Haste: Duration: 3 turns + 1 turn per ai
The most important difference is that the annoying "bling" sound is gone :)
[quote who="Frogboy" reply="10" id="3237975"] i could imagine something like every enemy unit adjacent to you lowers your defense a bit.[/quote] Perhaps it is easier to code a bonus to the armor penetration. Groups could have these abilities: 3 person group: + 0 initiative, + 0 dodge, + 0 accuracy if the target is a single unit, + 15 % armor penetration 5 person group: - 2 initiative, - 10 dodge, + 10 accuracy if the target is a single unit, + 20 %
[quote who="Kestral2040" reply="1" id="3237741"]you mean the unit selection noise?[/quote] I guess that it is not only the selection noise, because it is displayed at the beginning of a turn, too, if you have a unit with movement points left.
I think that the sound effect ("bling") if you start the turn with a selected unit that has movement points left is annoying.
[quote who="StevenAus" reply="6" id="3237676"]Maybe the Sov and ONLY the Sov could be immune to the Swarming power, due to the power of their essence? I'm okay with the Sov being a special unit, so this could be a good way of distinguishing the Sov from run-of-the-mill champions, and allow Sauron-type leaders to be unlike lesser kin.[/quote] A new Toughness trait that requires the Strength trait could make a hero immune against the swarming power.
[quote who="mqpiffle" reply="2" id="3237624"]I would just have the traits add poison damage and dot.[/quote] The traits should scale with the attack, because they are otherwise either too weak or too strong.
[quote who="Derek Paxton" reply="126" id="3237602"] But it is a bigger deal for higher level monsters, and I will go through and review them all with an eye to figuring out which ones are vulnerable to kiting and what can be done to address that, especially if it makes the monster more interesting. For example, drakes movement may need to be increased. Powerful ogres may gain the Hurl Boulder ranged attack ability. Obsidian Golems may gain an Imprison spell that removes
[quote who="GFireflyE" reply="1" id="3237597"] K, but what happens when some of those units die, and the animation only depicts 1 or 2 units? Do they still receive the swarm bonus from 9?[/quote] I think no, because the attack of the units is reduced, too.
I think that is a great suggestion to improve the Path of the Assassin, but it should be only possible with traits: Poison Strike: New trait -> Activate the trait to inflict 33 % of the attack as poison damage per turn for 3 turns with a melee attack, 2 turns cooldown Poison Arrow: New trait -> Activate the trait to inflict 33 % of the attack as poison damage per turn for 3 turns with a ranged attack, 2 turns cooldown
[quote who="Derek Paxton" reply="105" id="3237507"] I dont think the solution is perfect, or ungameable, but it reduces the bar on the exploit considerably. Streaching it between turns means that you as a player are losing turns when you could have been doing other things. Finghting other monsters you could beat, gathering form other goodie huts. The monster will heal, defending cities will get production (and the ability to rush). Units will move, ene
[quote who="Sentinemodo" reply="74" id="3237455"] good idea, also large groups should have -dodge, throw a knife at the crowd or shoot an arrow, you'll always hit someone - 3 person group: + 0 dodge - 5 person group: - 10 dodge - 7 person group: - 20 dodge - 9 person group: - 30 dodge don't know though if this wouldn't just nerf troops compared to heroes even more. still with a good swarming trait (like -
[quote who="CdrRogdan" reply="67" id="3237327"]I'm in agreement that the group size is a meaningless strategic decision. It is always better to build the largest group size available. Currently it just makes researching the civics tree even more of a no-brainer than it already is, and is causing all sorts of balancing issues.[/quote] Hmmm, perhaps it would help if the group size has a downside: - 3 person group: + 0 initiative - 5 person group: - 2 initiative<
[quote who="mqpiffle" reply="63" id="3237274"]One way to help balance the current magic system would be to increase the level requirements for unlocking higher level element traits. Right now level one(I) is available at level 1(on creation), II > 3, III > 5, IV > 7, V > 9. With the way champions are currently set up, it might make more sense to change the unlock level structure to : I > 1, II > 5, III > 10, IV > 15, V > 20.[/quote] I t
[quote who="KingHobbit" reply="24" id="3236776"] In addition, by mid level, an ordinary champion can cast pretty effective tactical spells. by the time a mid level monster is able to hit a champion they have taken several hits, or have been hindered by numerous spells. The changes Frog talked aobut will help slow the pace, but the fact that all the champions have spells, will only slow it some what. By mid game, a stack of 3 or 4 champions is going to be able to kill al
[quote quoting="post"] Regeneration doesn't heal in tactical combat [/quote] Eeeek, i think that change makes the spell useless. It would be better if Regeneration heals 2 HP and does not scale with shards.
[quote who="seanw3" reply="28" id="3236399"]Spell Resistance should be the key to staff and spell defense. Elemental Resistance should be something that magic tree researchers get to get really immune to magic. The default stats for mastery and resistance to magic need to start at 20 and get +2 per level. That would allow for a more interesting balance between the two stats and the potential power of magical damage.[/quote] A base spell resistance of 20 would be equal to a base dodge
[quote who="mdonais" reply="6" id="3236487"]I think the kiting is part of the problem not just the buff. I would love it if on the highest difficulty all monsters had +2 movement speed in combat and on the next highest they have +1 move sped in combat.[/quote] In my opinion an artifical bonus like the movement speed or the current hit points make the game harder, but ruin the game balance, because suddenly some spells are useless. To prevent kiting it should be much
[quote who="StevenAus" reply="2" id="3236439"]Interesting idea. Regen can get pretty powerful with 3 or 4 life shards and high initiative - 4 or 5 regen on a high initiatiave unit does heal a lot of damage.[/quote] Yep and that is the reason why i think the spell should heal 2 HP and should not scale with the number of shards like Cloak of Thorns.
I think that the Sovereign creation needs to be balanced, because if such an early part of the game is unbalanced (Warlock vs. Bandit Lord, ...) it results in a bad impression and reduces the replay value. Professions: - Adventurer: Sovereign starts at level 2 -> it should be possible to equip 5 magic items instead of 3 - Bandit Lord: Sovereign starts with 2 Bandits -> it should be 1 Bandit henchman with a short sword and a leather armor - Hunter: + 50 %
[quote who="seanw3" reply="9" id="3236121"] In the staff mod I am working on, spell resist and mastery determines hit or miss. The early tier staves do damage to a single unit, have no init penalty, and give a bonus to either mastery (fire staff), or resistance (ice staff). Midgame staves do radius damage and have bigger bonuses, but have a slight init penalty. Endgame staves do damage to all enemy units and also cast spells like wither or pandemonium. It boggles the mind why this is not
[quote who="Kongdej" reply="35" id="3236143"] The trait to give +1 mana each turn is just a bug... Its not reaaaaallly supposed to be in the game but the devs let it slip... (Yea I am being slightly sarcastic) That trait is plain useless compared to all the other options, I understand the hardship between 2-3 mana being a lot compared to right now, that said spellcasters really NEED the 4-5 mana regen from turn 1. And warriors benefit from 4-5 mana regen each turn too, since I
[quote quoting="post"] Magic staves crystal costs are reduced, they do slightly more damage Changed hit points from 4 (base) + 4 (per level) to 6 (base) + 2 (per level) so a few levels don't make such a dramatic difference[/quote] Could you please change magic staves that they use spell mastery for the attack and the target uses spell resistance for the defense? It is great that you reduced the HP scaling to 33 % of the base value. Could you please increase