Wizard1200

Wizard1200

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

I think the agressivness of the monsters is great, because the world is really dangerous now.

4 Replies 2,606 Views

[quote who="Humility" reply="10" id="3133622"] What would spell mastery do anyway? I'm not sure understand how that work?[/quote] Spell mastery works for magical attacks (not for damage spells) in the same way as accuracy works for physical attacks.

15 Replies 5,305 Views

The damage of spells is only the average damage and the effective damage can be higher or lower.

3 Replies 2,260 Views

[quote who="thimon2k" reply="8" id="3133556"]- Wealthy (Sovereign starts with 150 gildar) is too weak and should be "+ 25 % gildar per turn" I just believe that 25% is too strong, especially in late game. More resonable would probably be 5 or 10%.[/quote] Yeah, i guess 15 % would be great at the early game and at the late game.

15 Replies 5,305 Views

I think mage units should make an attack with spell mastery and the opponent should defend with spell resistance, because otherwise mages are only archers.

7 Replies 2,778 Views

@ balance: I think the problem with the heal spell is that traits only affect damage spells and the traits are the problem for overpowered damage spells, too. The damage spells are useful if you have two traits (warlock or evoker) that increase the spell damage by 50 %. Below that point the spells are not very useful, but above that point they are overpowered. I think the base damage and not the shard damage of spells should be increased by 50 %. The traits (warlock and evoker

11 Replies 16,784 Views

I have selected the surrender treaty and it was impossible to convince the opponent.

4 Replies 2,236 Views

The enemy score is less than 25 % of my score, but it is not possible to let him surrender. Is that a bug or working as intended? I hope it is a bug, because it is boring to know that the enemy is dead, but you have to search for them everywhere.

4 Replies 2,236 Views

The spell dispel enchantment is in the spell book and can used even if the spell is not researched. Is that a bug or working as intended?

2 Replies 1,633 Views

[quote who="Vallu751" reply="4" id="3133145"]Kudos for being able to read through my cryptic notation. It got a bit messed up with the +dodge things, sorry about that I haven't looked at the actual numbers in the game yet. Maybe it's just too difficult to get a meaningful dodge now? To keep the game interesting though, units should be hitting a lot more often than missing. It's very boring if a combat drags if no-one can hit.[/quote] No problem

7 Replies 2,778 Views

[quote who="Vallu751" reply="2" id="3133067"] Then we add 'High +dodge' and 'Low +dodge' units to the mix. High/Low level units that have invested into dodge. OP claim is that it is not worthwhile. What are the effect? Low vs Low +dodge: Low has trouble hitting, Low +dodge has medium chance. Low +dodge vs Low +dodge: Both have trouble hitting. Low vs High +dodge: Low has trouble hitting, High change to hit for high. So against l

7 Replies 2,778 Views

Dodge and Spell Resistance do not scale with the level, but Accuracy and Spell Mastery scale with the level. That makes Dodge and Spell Resistance useless at higher levels. Either all stats should scale with the level or none of them.

7 Replies 2,778 Views

I think the balance of most professions and talents is great, but: - Adventurer (Sovereign starts at 2nd level) is too weak and should be "starts at 3rd level" - Bandit Lord (Sovereign starts with 2 bandits) is too weak and should be "can summnon bandits" - Wealthy (Sovereign starts with 150 gildar) is too weak and should be "+ 25 % gildar per turn" - Tactician (Army gets + 1 initiative) is too weak and should be "+ 2 initiative" - Impulsive (Sovereign

15 Replies 5,305 Views

Thank you very much for the amazing update. + Selling items back to the shop reduces the value to 10% (was 50%). I think you should reduce the base value of the item to 50 % and the selling value to 25 % of that value, because the items are now VERY expensive. + Mantle of Oceans now requires water 2 and life 2 instead of water 4 I think you should increase the requirements to water 3 and life 3 to make the spell less powerful. + Trainer ability gives +5

94 Replies 343,087 Views

[quote who="joasoze" reply="93" id="3128286"]I can see why they stripped stats. What is the use of constitution if it only influences hitpoints. Why not just change hitpoints directly instead of increasing constitution to get more hitpoints. [/quote] Exactly and it makes balancing the traits much easier, too. The old stats would have made sense if they were linked to skills for example, too.

182 Replies 529,582 Views

[quote who="Gandhialf" reply="29" id="3127227"] Quoting Wizard1200, reply 26I think the crit chance should be removed and the difference between accuracy and dodge should result in a critical hit to make accuracy and dodge more powerful: An attack is a critical hit if: attack roll There could also be a critical miss: when you miss badly you loose some HP and/or you have your initiative te

182 Replies 529,582 Views

I think the crit chance should be removed and the difference between accuracy and dodge should result in a critical hit to make accuracy and dodge more powerful: An attack is a critical hit if: attack roll

182 Replies 529,582 Views

[quote who="mastroego" reply="9" id="3119056"] I was getting a bit disheartened and decided to wait for Beta 4 for my next try with the game.[/quote] That was my plan, too, but with these amazing changes i want to play the game as soon as possible.

70 Replies 245,186 Views

[quote who="Frogboy" reply="30" id="3113562"]It's not a joke. I'm almost positive Kael had blogged on this at some point. About the city specialization? That a city on the main map would be 1 tile and would "grow" a little bit based on what level and specialization it was but the improvements would be built on a separate screen ala Civ. You could look at your pretty city in the city build window but on the main map it'll basically be 1 tile with each faction having thei

71 Replies 45,113 Views

Hmmm, i think it is too early to show FE to the press, because many features are missing (complete faction differentiation, useful diplomacy, good AI) or need to be balanced (initiative, dodge, many spells, many talents). If you want a preview with depth that says more than "FE looks interesting" i would wait until you have completed and tested beta 3, because it sounds like you are releasing beta 3 too fast.

177 Replies 675,053 Views

[quote quoting="post"]Issue: Defense is very expensive, making most units into glass cannons The other problem, the high cost of even basic defense, could be remedied by adding defense to weapons. Even a club can be used to parry, and a staff is even pretty good at defending attacks. Some attacks might be flagged as unparryable (some of the larger monster attacks for example). Potentially, this could be modified by dexterity - faster units are better at parrying -

26 Replies 23,696 Views

[quote who="Das123" reply="91" id="3107012"]1. FE is based around a paper-doll unit design system and to have visually unique units for factions would be a hell of a lot of work creating art assets. Personally I would have preferred to drop the unit design system and just have a selection of units to choose from for each faction - but that aint about to happen now. 2. The world lore is not instinctively known. We all know how to play elves, orcs, werewolves, vampires, undead etc an

175 Replies 712,615 Views