[quote who="seanw3" reply="6" id="3105001"]Magic in the world of Elemental is imbued on mundane objects. There are many other ways to think about magic, but that is the way it is presented in this game. Magic flows from the shards, to the Sovereign, and then through the Sovereign to all other objects as far as the lore goes. That is the basis we have to work with.[/quote] Not really, because champions and creatures can cast spells without having a connection to a sovereign. [q
Wizard1200
[quote who="Lord Xia" reply="1" id="3103446"]I don't really even understand the concept of troop size. What exactly are we researching? "You know guys...I was thinking...our troops are pretty good, they work pretty solidly in groups of three...but I was thinking that they would be even more powerful in groups of five." "What?!? Five? Is that even possible? How could five people work together to kill things? No, you dream to
Yeah, the professions are either useful or useless. That is the reason why i suggested changes in this thread: https://forums.elementalgame.com/419451
[quote who="RavenX" reply="30" id="3103400"]Just to differentiate from one another and to be fair to the other schools of Magic, each school should have it's own, but equal, low level damage spell. I would suggest something that does 1-3 damage and only cost 1 or 2 mana. It was something that was somewhat lacking in Elemental as well. I often found that trying to take a sov into battle early on without an army backing him up would be suicide. Unfortunately though it's practically what
[quote who="Manii Names" reply="4" id="3103643"]Everything else I have found is additive, so I think Path + Evoker + Evoker II = +150% dmg.[/quote] That is my impression, too, and if you select warlock and are lucky to get evoker III you get + 250 % spell damage (warlock + path + evoker I - III). This is a huge balancing problem, because without those improvements damage spells are weak and with those improvements they are overpowered. It would be better to: - Increase the bas
I think the professions are either usefull or useless and before changing other parts of the game the professions should be balanced: Adventurer: The sovereign starts at the second level > The sovereign should get a XP bonus of 25 %. Bandit Lord: The sovereign starts with 2 bandits > The sovereign should be able to call for help once per battle and summon 3 bandit archers with shortbows at level 1 - 4, 5 bandit archers with longbows at level 5 - 8 and 7 b
[quote who="Frogboy" reply="35" id="3098451"]On my end, and mind you, these are just things I'm working on on my own machine, they may not end up in the game for very good reason if it turns out it breaks balance: Selling to shop is 10% of the value of the item Made Barrack require 1 metal to construct Added "Cleric" improvement which requires 1 crystal, is immediately available, and reduced unrest Iron Mines and Crystal Foundries do not require a tech to constru
[quote who="Frogboy" reply="27" id="3098234"]I can't imagine the shop going away. However, I can imagine that the amount of money you get from selling your stuff being dramatically reduced.[/quote] I think it would help to reduce the selling price to 25 % of the new buying price and the buying price should be reduced to 50 %, because otherwise buying eqipment will take too long. Example: Current buying price: 1200 gildar > new buying price: 600 gildar <p
I think the item limit is great, but the UI should reflect it: 1 slot of the equipment area should have an almost transparent torso icon, 1 slot of the equipment area should have an almost transparent amulet icon, 2 slots of the equipment area should have almost transparent ring icons, ...
[quote who="seanw3" reply="64" id="3098074"]Re: larienna Things are slow, but it's not the city pace that bothers me. It's the Sov and lack of starting units. Sovs have steadily changed from Essence wielding badasses to infantile weaklings. The start of the game is slow because Sovs can't go out and fight. The building and training pace is fine as long as There is something to do while we wait. Act I is very lacking.[/quote] This and the need to research basic t
Good point, but that would only work if the summons would scale better, raise dead spells would be in the game or items to reduce the critical damage would be in the game.
[quote who="CdrRogdan" reply="19" id="3097880"]Unless they normalize crit chance to be considerably more frequent and hit for considerably less damage they should remove the mechanic alltogether. To be perfectly honest I'm not a big fan of being on the recieving end of a critical strike that, under normal circumstances, would have grazed my unit, especially when the chance of it occuring is probably under 20%. Dexterity isn't worthless because damage-wise it is worse t
[quote who="mqpiffle" reply="13" id="3097520"]Exactly. If one of the options was "Balance of Game Mechanics" I would probably choose that. [/quote] Same here. I voted "More spells", because it was the closest option to "Balance of game mechanics" and there need to be more useful spells (not overpowered in act I and not useless in act III), too.
[quote who="ddd888" reply="14" id="3096786"]someone with 40 dex would have 100% penetration then [/quote] Yep, but someone with 40 str will have very high damage, too, and it should be harder to reach stats of 30+ with the reduced stat increases.
The armor penetration of spears, daggers and bows should be dex * 2.5 %.
[quote who="Wintersong" reply="10" id="3096377"]Balance Would be crazy changing spears from "Ignore tons of armour" to "counter attack"? Or lower the % of armour ignored for basic spears? What about some healing beyond Regeneration (Tac/Str) and Heal (Tac)? Give me a Heal of range 1 but that I can use in Strategic map![/quote] I think the armor penetration of spears, daggers and bows should be based on the dexterity * 2.5 % and healing spells would be useful IF t
A weaker version of this staff should be in the magic tech tree and there should be more items at the sovereign creation.
[quote who="Tasunke" reply="20" id="3091419"]Maybe turn Initiative into an Action points system, and have higher intelligence make spells cost less initiative? Therefore things like Impulsive won't let you do crazy things with spells, because its your intelligence that matters more. Then Impulsive would be better for Assassins/Melee characters.[/quote] I think it would be enough to reduce the initiative modifier of impulsive to + 5, reduce the mana cost of all tactical
[quote who="BarxBaron" reply="37" id="3091570"]Gotta admit that I really like the idea of being able to "charge" certain spells. The only issue is whether the AI would be able to handle it well when its their turn to charge.[/quote] Yep, the charge system is great and it should be used for more spells.
[quote who="Tasunke" reply="19" id="3092610"]It'd be nice if we had a quick little 'world builder' so that we could place spell levels on our Champions to test out spells ... I didn't even know Firestorm worked in tactical (thought it was like pillar)[/quote] It works like pillar, BUT it has a damage of 15 + 15 per shard :)
[quote quoting="post"]Champions vs Units For military damage, champions now are less important. A starting champion might have 3-12 attack or so, while a very weak clubman will still have 18 attack. Units are also now just as fast if not faster than champions. Champions also split XP, and use the same mana pool, so one champion per army is ideal. Champions are still great for picking up items, gaining buffs for the army, questing, and otherwise. S
That is a great idea and it could be fun to use a dagger to cast a fireball and switch to the staff of souls before it explodes :)
[quote who="seanw3" reply="11" id="3092274"]I think we can say that being able to spec a fire mage is a good gameplay feature, but how we have to do it is distasteful. There needs to be staves, magical items, and well scaled traits that bring a fire mage to its full potential.[/quote] I think the current character progression hurts mages, because without being able to select evoker at level 1 and the path of the mage at level 2 the damage is too low at level 1 - 3 and suddenly at leve
[quote who="Heavenfall" reply="1" id="3092527"]1) every offensive spell should be resistable 2) where possible, spells that get "resisted" should still have an effect, just much less (approx. half)[/quote] Exactly. The all or nothing resistance hurts the game balance.
I think instead of reducing the spell books it would be better to tie the character progression closer to the paths and make it less random.