Wizard1200

Wizard1200

Joined Member # 3051922
57 Posts 754 Replies 12,199 Reputation

[Applause] Beautiful new graphics, sounds and fonts. [Balance] Retreating from the enemy in tactical combat is USELESS, because the unit can not escape and it makes the AI less powerful. [Balance] The starting locations are currently too random. There should be never a starting location without 1 essence. [Balance] The potency traits are useless, because the Sovereign levels very fast. [Balance] The spells are not balanced at the moment, because they scale too

8 Replies 2,848 Views
Reply to XP traits.. in FE Beta

They were useful in 0.92, but currently they are useless, because the Sovereign levels very fast.

10 Replies 3,339 Views

[quote who="Heavenfall" reply="24" id="3232758"]I have always complained that level 4 and level 5 spellbook traits come too early in the game. Those Fire and Earth elementals kill anything the enemy factions can throw at me. A Focus+Flamedart kills most champions. But why? 1) Is it because those spells are overpowered? 3) Is it because I play on high difficulties and gain more experience and therefore more levels and therefore gain the spells earlier than is intended? Ea

50 Replies 26,052 Views

[quote who="seanw3" reply="85" id="3231593"]I have taken to adding the bonuses on the upgrade improvement instead of the cityhub so I can show the player what he is getting and allow each city level up choice to do something different. It's a pretty solid solution.[/quote] Yep and this makes the player choices in the game more important.

153 Replies 131,312 Views

Great changes. I guess there is an option to set the level up speed in the new world options, right? [quote who="ddd888" reply="16" id="3231071"] very bad buff at dodge dodge is already so over the top op and a buff to it? im playing with dodge at 25 % of vanilla and its too much even like this, but too much by a large margin dodge need a HUGE nerf[/quote] I think dodge is currently useful IF you specialize into it and dodge will be alread

153 Replies 131,312 Views

[quote who="Sethai" reply="69" id="3229742"]Please add me to the list of people calling for (somewhat) standardised starting locations. I generally only ctrl+n until I get an interesting, competetive starting location (so, a shard, decent tiles, and another resource or two), and I'm sicking of spending ages doing so and investing many hours into the resulting game, only to find out when I finally defeat them that my opponents were crippled from birth. Starting location matters

87 Replies 302,297 Views

[quote who="mdonais" reply="16" id="3225150"]Horses should take the boot slot, since you can't benefit from boots and a horse. In addition we should buff boots so that you have an interesting choice between horse wolves or boots. Make more +1 speed boots with armor etc.[/quote] I think that is the best suggestion, because it reduces the power of horses and wargs and it is easy to implement.

27 Replies 12,152 Views

[quote who="ins2" reply="2" id="3224509"] I dislike penalties like this to enforce variety. This would not happen in real life (where any hero worth his salt would jump on a horse if he/she found one). May I propose an alternative? Can we have weapons, armor or artifacts that give great benefits but only when you are unmounted? Is this doable with the current code? If so, I can see a pair of "mage's slippers" or a great hammer which only grant their boon when the player to

27 Replies 12,152 Views

Currently there is no reason to ignore a horse or a warg with heroes. I think horses and wargs should have the following traits: Horse: + 1 movement, + 20 carrying capacity, + 20 dodge against ranged attacks, + 100 prone avoidance, - 25 % piercing defense Warg: + 2 movement, + 3 initiative, + 20 dodge against ranged attacks, + 100 prone avoidance, - 50 % piercing defense

27 Replies 12,152 Views

In my opinion Oracle Ceresa, Magnar and Queen Procipinee should have the following trait priorities: 1. Path of the Mage (they are mages) 2. Spellbooks (high level spells are useful) 3. Evoker (very useful for damage spells) 4. Spell Resistance (reduces the chance of being interrupted by counterspells) 5. Summoner I and II (Oracle Ceresa and Queen Procipinee) or Quick and Fast (Magnar) 6. Affinity (reduces the cost of tactical spells) 7.

1 Replies 2,582 Views
Reply to [0.951] Balance in FE Beta

Yeah i think that the AI uses damage spells rarely is a huge problem at the moment and as soon the AI uses spells trained units will be less useful, because with the high damage differences they can be wiped out before (Pillar of Flame, Vertrars Howl, ...) or in (Fireball, Blizzard, ...) tactical combat.

19 Replies 7,117 Views

I think it would be better to increase the effects of some traits and to make more traits path exclusive. That would make the choices at every level up more important and it would fit to the "go big or go home" design decision. For example the Path of the Assassin currently gets + 1 % critical chance per level and + 50 % critical damage. Vital Strike I adds + 1 % critical chance and + 20 % critical damage. I think it would be better if the Path of the Assassin gets + 15 % critical cha

1 Replies 3,620 Views

[quote who="CogBurn" reply="8" id="3221322"]I think a perk "tree" isn't quite the right way to tackle it, and I like the somewhat random nature of the non-magic perks. It's exciting to have that game where you get lucky and get a bunch of evoker levels, or double strike early on. I just don't think the magic system is benefitting from random rank upgrades. At the same time, I'm all for random spell selection of the spells at a given rank, so go figure that out.

15 Replies 5,618 Views

Mantel of Oceans + Blizzard: Is the most powerful combo at the moment, because it deals 24 points of damage (Warlock + Path of the Mage + 1 Water Shard) and the damage is multiplied with the number of units, it has a large area of effect and costs only 11 mana (Path of Mage + Mantel of Oceans). The casting time is no problem, because with a good initiative and spell resistance it is very difficult to stop the casting.

9 Replies 7,426 Views

[quote who="fenwe" reply="34" id="3221055"]So are you folks playing on dense monsters with heroes that have bonus XP attributes?[/quote] In my opinion the potential traits or the + xp spell are not needed in 0.952, because you level already very fast, but in 0.95 the traits and the spell were needed if you want to reach a high level.

38 Replies 13,688 Views

I think that is a great idea, but currently the AI is probably too weak to use tactical spells effective. It casts Berserk on a unit with only a few HP, uses rarely damage spells and targets often harmless units and not the Sovereign who is the main threat.

2 Replies 1,076 Views

Yeah, i think every Sovereign should be a mage and casts spells, too, because it fits to the lore and enemy Sovereigns without spells are harmless. It would be perhaps better to give every Sovereign Life I or Death I for free and reduce the starting points from 6 to 5.

14 Replies 5,212 Views

[quote who="Malsqueek" reply="5" id="3218816"]Defender units should be levelled up as much as possible to make them nearly impossible to kill. Get you some Chain equipped unit of 5 with shields at level 10, and a pair of them will KILL pretty much any champion or sovereign simply through attrition (barring spell use). On a unit by unit basis, Trained Units have higher health and damage output across the board, and have the added benefit of being relatively cheap to create and maint

39 Replies 11,026 Views

[quote who="seanw3" reply="5" id="3219681"]It should also be noted that Air is the only magic you can increase in power from technology. Ereog's Tower makes this entire element much more desirable.[/quote] Yep, there should be more buildings like this.

15 Replies 11,202 Views

[quote who="saroumana" reply="5" id="3219381"]What is the limit of modding in FE ? Can we add a casting skill like in Mom ?[/quote] I think modding in FE can be very powerful, because many things are written im XML, but it is difficult, at least for me, to find the right commands. My plan with the mod was the following, but the trait selection at the level ups did not work and that was the reason why i made the mod less complicated. - Paths replace Professions (worked for cust

5 Replies 3,468 Views

[quote who="Heavenfall" reply="5" id="3218983"] Combination spells: Mantle of Oceans - This spell is the reason you go water at all[/quote] I think Blizzard is the most powerful damage spell in the game, because it has a large area of effect, a high damage (8 + 4) and the damage is multiplied with the number of units. [quote quoting="post"] Regeneration - 15 mana unit enchantment - heals life each turn Heal - 12 mana tactical - gain life in c

17 Replies 12,091 Views

[quote who="Kongdej" reply="1" id="3218901"] Out of curiosity (not gonna mod my game before retail), is the fireball game still area effect, since I thought it was so powerful before A lot of small balance things I want to see on magic, but its too much to post about, and would prolly end up being ignored , as per what I see of other people's opinions.[/quote] Fireball has currently an area effect, but the damage is not multiplied with the number of units in a sta

5 Replies 3,468 Views

I have build a mod with many spellcasting changes for version 0.952 of Fallen Enchantress. The mod can be found here: https://rapidshare.com/files/4064607818/Spellcasting changes.rar Examples: - Warlock: + 1 air, earth, water, fire, life and death shard - Path of the Mage: - 25 % tactical spell cost and + 1 air, earth, water, fire, life and death shard</

5 Replies 3,468 Views