[quote quoting="post"] 1. Which Faction did you play? How does their late game power compare to earlier in the game? What makes that faction feel unique at this point compared to other factions you have gotten to this point in the game? 2. Which technologies do you rush for? Which ones do you avoid? What is the worst payoff in the late game techs? What is the best tech? 3. What are is your economy like? How much of each resource are you getting per turn? What is yo
Wizard1200
I think the spells of a fire mage will be resisted much more if he has the cowardly weakness, because the spell resistance helps now against damage spells, too, which is a great change. This makes vulnerable to magic more dangerous, too. Mantel of Oceans and Blizzard should not be in the same school in my opinion, because the player gets a 40 % mana reduction AND can damage multiple units within a large radius. With the path of the mage, mantel of oceans, affinity and t
I think the xp is currently too high, too, because it is no problem to reach level 15+ (medium map, standard settings) without the potential traits or the + 25 % xp spell. This makes the game much more difficult for the AI, because the player can level up faster (My Sovereign at turn 193: 17, AI Sovereign at turn 193: 10).
[quote who="Bingjack" reply="1" id="3215806"] I disagree with this. By the time you actually tech up to the spellbooks (they dont come until midgame generally, by which time champion development is set), you'll almost always have access to all the spell schools you need through other champions. (unless that changes and spellcasting champs become rarer, which I'd like to see) I don't find the Pariden spellbooks all that useful, TBH. Scrying Pools and Arcane Monolith
Spellbooks: - Higher spellbook cost makes the spellbooks of Pariden very powerful - The cost should be 1 for level 1 and level 2 Starting points: - To compensate the lower spellbook cost the starting points should be reduced from 6 to 5 Weaknesses: - Clumsy: Initiative - 6 - Cruel: Can not recruit champions - Scarred: - 2 HP per level - Cowardly: - 20 to accuracy and spell mastery - Inefficient: Constructing build
Downloading :)
[quote who="ddd888" reply="6" id="3215561"]good balance changes it seems, looking forward to try new patch[/quote] I think the following things will cause more balance problems: The Arcane Veil spell is great, but it should be a TACTICAL spell as Diamondskin, because otherwise the player can create units that are immune to every magical effect before the combat started. That would reduce the usefulness of magic. Diamondskin should have a casting time of 1 to give the p
[quote quoting="post"] Added the Arcane Veil spell (strategic, unit enchantment, the unit resists all spells) Added the Diamondskin spell (tactical, makes the unit immune to all physical damage for 5 turns) Added the Kill spell (high casting cost and casting time, victim has to save or die) Increased damage on Blizzard Burning Hands does 8 (+4 per fire shard) damage instead of the casters level (+4 per fire shard) Takes less XP to go up
[quote who="Bingjack" reply="14" id="3214509"] Yes. Flame dart cast by a character who isnt specced for offensive magic is a waste. Warlock, Evoker, Path of the Mage, etc. The right gear. And of course, shards. Properly specced, its a very damaging spell, cheap-ish and safe to use, as opposed to burning hands, which is more efficient, but more dangerous to use. You pay a price for the range. Even so, nuking is a generally inefficient use of magic in the game. It
[quote quoting="post"] -Pretty much all the city enchantments seem very OP. They are super powerful and easy to cast even at the start of the game. Pretty much all of them could be nerfed by 50%. I would also like to see much higher mana costs so that they actually have opportunity costs and you can't always spam them at the very beginning of the game. The troop boosting enchantments are no exception. -The wealthy trait is somewhat ridiculous at 1000 gold. This allows you
I think your spell and city specialization suggestions are great. Additional suggestions: Warlock: + 50 % spell damage -> + 1 additional fire, water, earth, air, life and death shard Path of the Mage: - 25 % tactical spell cost and + 50 % damage -> - 25 % tactical spell cost and + 1 additional fire, water, earth, air, life and death shard Coup de Grace: New assassin trait -> Activate the trait to increase the melee damage by 25 % and stun the op
Yeah the pioneer spam is annoying. Perhaps it would help if pioneers have an upkeep of roughly 10 gildar per turn. That would force the player to increase the taxes when a pioneer travels to the next outpost or city spot and it would reduce the number of pioneers that travel at the same time.
[quote who="jmccrea" reply="90" id="3213457"]Im prolly alone in this, but Id still love to see the ability to craft your magical items. I dont see why we cant if we research items and then are able to put spells on them basically. Or, you could have certain NPCS, who allow you to do this and if you get certain ones, they can work together and are able to do much more than alone. Granted, this would prolly cause some people to be upset if the AI got these NPC's, but just
[quote quoting="post"] Next week we expect to release an update to Fallen Enchantress. That update will be available to existing users of Fallen Enchantress and it will also be the first version available for sale on Steam (Beta 4-A). The plan is to put out Beta 4A and then collect as much feedback as we can. Seriously, NOW is the time to ask for stuff (within reason) because when Beta 5 comes out (next month) we’ll be in feature lock-down. No new features until after releas
[quote who="ins2" reply="11" id="3210332"]I COMPLETELY disagree with you - I find it extremely logical and interesting that mages start out as relative wimps which need to find weak opponents to fight and rely on other units to defend them while they get experience but end up uber-strong with silly amounts of damage from their spells after several level-ups. I also LOVE the fact that exploration (shards) can help mages gain more power, which differentiates them from the other champ
[quote who="ddd888" reply="7" id="3209805"]Spells should be useful without a shard, without the warlock profession and without the path of the mage, ehm no? why would a mage cast powerful spells without ANY of those?[/quote] The mage should need shards and traits to cast powerful spells, but without shards and traits the spells must be useful. One example from this thread: https://forums.elementalgame.com/429407</
I think magic is not overpowered at the moment, but not balanced and the damage scaling is the main problem. Spells should be useful without a shard, without the warlock profession and without the path of the mage, but that is currently not the case. With the scaling per level (Burning Hands, Flame Dart, ...) and the high bonuses of shards the warlock profession and the path of the mage increase the damage too much and other spells (Heal, Courage, ...) are not very useful without a shard. Tha
[quote quoting="post"] I have defeated every creature on the map besides the epic quests and my sovereign is only lvl 5. This is very detrimental because, I have conquered the entire map minus one city which will go down as soon as i cross the border basically. And now i have nothing to do. I have a city on every point that had the ability to settle a city on, and yet still I am not very far on tech and I have no more monsters to kill. But until my tech catches up I
I think that is a great suggestion, but the adventurers guild should be improved to 100 % chance of getting 1 xp per turn, because with a 25 % chance you get only 75 xp in 300 turns.
[quote who="Alstein" reply="7" id="3209578"]I have to agree with this- at least in general. There is a problem- and xp is really tough to gain. Maybe buff xp gains on the strongest monsters as a way to solve this, in addition to giving class at lvl 2 or 3, which are uninteresting.[/quote] I think the potential traits (+ 15, + 20 and + 25 % xp) and the new life spell (+ 25 % xp) are already very strong xp buffs.
[quote who="Malsqueek" reply="5" id="3209563"]If you got your class at level 3, and had just one more level worth of access to class-specific abilities, topping out at level 10 really wouldn't be all that bad.You would have a pretty decent shot at getting a level 3 skill, and a level 2 skill in things that you are interested in having.[/quote] That is a great idea in my opinion, because it takes too long to get the class you want to play. I think the amount of ex
[quote who="UmbralAngel" reply="11" id="3209523"]I think bows should have more armor piercing (maybe 25/50/75%) and compensate with with reduced accuracy (-25). That would be more realistic and balanced I think. The initiative penalty should go down a bit as well. [/quote] In my opinion the higher armor piercing is a great idea, but to reduce accuracy would make ranged combat very random and frustrating, because sometimes you do good damage and in most cases none. I think it wou
[quote quoting="post"] MANA it seems mana is a limiting factor, mostly end game, which is not a bad thing, ofc spamming mindlessly wouldnt be good, but that cause a serious issue because full mage champions arent really viable, which is very bad imo, i want sometimes to have a full mage champions that does nothing more but casting in FE there are many options really, mages could be glass cannon, support spamming buffs and debuffs, healers, there are many choices<br
[quote quoting="post"] For those of you that find the game too difficult or random, you can use the easy setting, reduce the number of AI opponents AND also affect the monster density for the maps you play... [/quote] I think the difficulty setting does not help here, because it only reduces the effectiveness of the AI. In my opinion there should be a setting to increase or reduce the randomness of the starting location.
[quote who="CdrRogdan" reply="1" id="3208664"]Mantle of Oceans now requires life II and water II[/quote] Oh ok, nevermind :) I think that is a very good change, because it encourages the player to select more spellbooks and the mana reduction is avaible from the start.