Wizard1200

Wizard1200

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

Yep, the weapon choices are great, but the trait choices are less interesting, because many of them are too weak and remind me of playing a MMO (+ 2 % critical chance, + 10 hp when i have already 60 or more hp, ...).

5 Replies 3,397 Views

After playing the new version i noticed that the game is much better balanced, but to archieve this balance the power of many traits and items has been reduced. This makes reaching a new level or finding a new item less interesting and sometimes boring. I think your design goal "Go big or go home" is great and should be applied to the traits and the items, too: - Hit points, accuracy, ... should not scale with the level - The level should only increase the number of tr

5 Replies 3,397 Views

[quote who="Kalin" reply="46" id="3143548"]Regarding the HP per level change... I think there needs to be two different ones, one for heroes (keep at 4 per level) and one for units (lower it to 2 per level), then raise the base HP of units slightly (5-10 HP more). The reason is, while units get super tanky when leveled (because you can have multiple of them in a stack), heroes aren't nearly so hearty, and gets assassinated too quickly if you drop their HP too low.[/quote] But hero

73 Replies 65,687 Views

[quote quoting="post"] + Brilliant reduced to +10% experience and +2 spell mastery per level instead of +25% and +3 + Increased the Wealth amount from 150 to 200 + Reduced accuracy per level from 3 to 2 + Reduced base champion accuracy from 80 to 75 + Reduced the base trained unit accuracy from 60 to 50 [/quote] Great changes, but i would increase the wealth amount to 250 and keep the trained unit accuracy at 60.

73 Replies 65,687 Views

Great changes, but i think the game balance could be improved by ... It should be more difficult to carry armors for non-warriors and non-defenders. The base carrying capacity should be reduced from 30 to 20 and the initiative penalty should be: 0-25 %: 0, 26-50 %: - 2, 51-75 %: - 4 and 76-100 %: - 6. The chance of getting the dodge traits should be increased, because currently an assassin plays more like a warrior. The assassin needs special abilities like poiso

73 Replies 65,687 Views

As suggested in this thread https://forums.elementalgame.com/423478 the initiative penalty should be: 0 - 25 %: 0 26 % - 50 %: - 2 51 % - 75 %: - 4 76 % - 100 %: - 6

1 Replies 1,736 Views

[quote who="ddd888" reply="2" id="3140892"] quite good but i rather change the type of malus initiative is something you can live with malus should be something REALLY annoying so i would add over 75% something like 20% less dmg done and +1 turn to cast every spell[/quote] That is actually the case, because if you have a lower initiative you can attack less often and cause less damage.

4 Replies 3,046 Views

I think the base carrying capacity should be reduced from 30 to 20 and the initiative penalty should be: - 0 % - 25 %: 0 - 26 % - 50 %: - 2 - 51 % - 75 %: - 4 - 76 % - 100 %: - 6

4 Replies 3,046 Views

I think it is great that armors do not have an initiative penalty now, but it should be more difficult to carry those armors for non-warriors and non-defenders. The base carrying capacity should be reduced from 30 to 20. The reduced power of the dodge traits is very good, but the chance of getting those traits should be increased, because currently an assassin plays more like a warrior. The assassin needs special abilities like poison strike (next melee or ranged attack

1 Replies 1,736 Views

Great changes, but can you please REMOVE impulsive from the sovereign creation? It should be only avaible to assassins. The brilliance trait should be split into + 25 % xp and + 2 spell mastery / level, because it is too powerful. Two-handed weapons are too weak, because the damage is too low and you can not use a shield.

66 Replies 165,054 Views

[quote who="lhetre" reply="1" id="3137408"]I understand this as "I think that if the only way to reach another player was to go through the wildlands ..." preparing to go into the wildlands requires 300+ turns as of now, I'm scared playing alone for such a long time also this would change the whole approach to the game allow me to disagree[/quote] Hmmm, good point, perhaps the difficulty of the wildlands should be reduced.

4 Replies 2,513 Views

[quote who="Werewindlefr" reply="5" id="3137371"]Or make the monsters really powerful, instead? The main issue, as I see it is that monsters are laughably weak. 6 armor + 3 per shard looks fine to me, a giant spider that has as much attack as a peasant with a mace (less, actually) and a low number of HP is the real problem. They don't - unless they go on the path of the mage with 3 evokers traits, in which case they become living gods. Melee heroes that d

69 Replies 167,218 Views

[quote who="Frogboy" reply="143" id="3136456"]At higher levels the AI does a lot more with champions and and sovereigns. But at easy, which again, is the new default, they don't do nearly as much since it'd designed to be easy.[/quote] Hmmm, i have played two games on hard and one game on ridiculous. On hard i noticed no difference, but on ridiculous the AI improves the troops, but i guess it has enough ressources on that setting to compensate for the city and unit spam.

323 Replies 256,291 Views

[quote who="Sethai" reply="4" id="3136324"] Beefing up later game militia is a possibility. But let's be honest, it doesn't change the basic problem that I as a player, can look at a nearby settlement and know exactly what I need to conquer it, and then proceed from my city to theirs in about 5 turns and conquer it with very few preconditions. And I suspect, if the AI was as good at doing this as the player is, we'd be struggling just as much. 5 turns is basically nothing in

5 Replies 34,633 Views

[quote who="Alstein" reply="133" id="3136347"]Sovereigns are super-powered. Played a game last night where Ceresa got so strong she pretty much walked through armies single-handedly. Dirge of Ceresa+ Spell Resistance so counterspells won't work= GGPO. I really don't know how to or if heroes can be fixed without nerfing them into boredom though.[/quote] The problem is that the effects scale too much: - High level character with 150+ accuracy

323 Replies 256,291 Views

I think an easier solution would be: - Give all cities 2 melee units of (city level) = level 5 city: 2 melee units with level 5 - Give all cities 2 ranged units of (city level) = level 5 city: 2 ranged units with level 5 - Barracks increase the number of melee and ranged units by 1 - Melee and ranged units have the currently researched weapons and armors - REDUCE THE LUCK IN THE GAME. Powerful items should require killing difficult monsters.

5 Replies 34,633 Views
Reply to [.91] criticals in FE Beta

[quote who="Malsqueek" reply="2" id="3136146"]You also need to figure that between gear and assassin perks, assassin path champions simply do not miss. Ever.[/quote] That is sadly true for every high level hero, because if you level only one hero with the brilliant trait you reach level 15+ very fast and without a cap or scaling spell mastery and accuracy or spell resistance and dodge (with an assassin) on the other hand are so high that the hero always hit and is rarely hit.

4 Replies 2,542 Views
Reply to [.91] criticals in FE Beta

No you do not miss anything. My level 19 (no problem with brilliant and ring of wisdom) assassin has a crit chance of 27 % and inflicts 100+ damage with a base attack of roughly 25. The chance is too low and the damage is overpowered.

4 Replies 2,542 Views

I voted good, because of the: - improved stat system (no constitution, strength, ...) - improved professions and traits - improved factions - new spells - more weapon abilities (counterattack, backswing, ...) But there is a lot of work to do: - balance of the professions and traits (bandit lord too weak, impulsive too strong at the Sovereign creation, ...) - balance of the spells (base damage too low, warlock / evo

323 Replies 256,291 Views

I think the blood traits are great, but they need to be balanced. Fire resistance + 25 % is much weaker than + 30 spell resistance for example, but the tarth ability (+ 2 init and attack in small troops) is powerful if you play with a single sovereign. Counterstrike would be better balanced if more monsters had the ability to ignore counterstrikes.

3 Replies 2,121 Views

The AI seems to be easier in 0.91 than in 0.86, because it is very easy to rush warfare and to attack with a single powerful (level 10+ and well equipped) sovereign. The enemies have only basic equipment and are at least one tier behind me (medium map, hard difficulty). The AI should reduce the city und unit spam and develop a few powerful cities and units, because the low quality units are easy to defeat with a single sovereign. As posted in this thread <a href="https://forum

0 Replies 1,128 Views

I think the armor ratings are great, but stoneskin should be reduced to 5 + 5 per earth shard and the initiative penalty of chain and plate should be removed, because the downside of these armors is the weight.

15 Replies 14,465 Views

[quote who="saroumana" reply="13" id="3133690"]Personnaly, i'll prefer stardock drop these professions and adopt a system similar to master of magic. Actually our choices are very limited, and they don't really change the way a game is played.[/quote] Yeah, i think the paths should replace the professions, because the paths change the way a game is played.

15 Replies 5,308 Views

Its based on a random number that in most cases is close to the average damage.

3 Replies 2,262 Views