That is a great idea, because it would make units more interesting. [quote who="Winnihym" reply="1" id="3091646"]There were priest units?[/quote] Not yet, but hopefully soon.
Wizard1200
I think a successful spell resistance check should reduce the damage of the mage units by 50 % and robes should increase the spell mastery. This would make int useful for them, because it increases the spell mastery. Dex should not increase the damage of ranged attacks, but it should increase the armor penetration by dex * 2.5 %. This should apply to spears and daggers, too.
With the new XP mechanic it is much more difficult to reach level 10+, which is great. This should result in interesting choices at every level. The magical choices are very good (evoker, spell books, ...), but the physical choices are not very interesting, because most of them increase only stats.
[quote who="UmbralAngel" reply="31" id="3091105"]Copy D&D and allow any damage to interrupt spells. So archers could counter a fireball spell if they do enough damage. The calculation would be something like damage taken vs intellegence. Then you might have to cast some protection spells to ensure your fireball spell goes off, which creates a cool dynamic. However, if combat ends in 2-3 turns than whats the point, anyways? [/quote] [quote who="Tasunke" reply="3
[quote who="Alstein" reply="17" id="3090807"]Good idea, but where do you place these spells?[/quote] I think the spells to counter one element should be level 1 spells.
[quote who="Lord Cobol" reply="17" id="3090828"]I don't mind the +1/level the way they are. Makes my hour when I get one [/quote] The problem is that you can select them at the sovereign creation. I think instead of selecting one useful or useless profession (scholar, merchant, ...) every hero should select one path (mage, assassin, warrior, defender) at level 1.
[quote who="Alstein" reply="10" id="3090689"]Shards themselves are the problem- too much mana. This will be fixed eventually, they intentionally made the maps produce too many shards right now.[/quote] I think the amount of mana is not the problem, because with talents like path of the mage (- 25 %), affinity (- 10 %) and the mantel of ocean spell (- 40 %) a mage can cast most spells with a very low mana cost, but the shards improve the spell effects too much IF the player is lu
Cruel is very powerful if you play only with your sovereign and trained units, because it gives you + 1 str and a build point.
Another way to make counterspelling more interesting is that every element has a level 1 spell that counters a spell of that element.
[quote who="Stupidity10" reply="12" id="3090503"]Though not as broken as before they are still way better than 95% of talents. Even +1 per 2 levels would make for a good talent. +4 at lv 8 / +5 at lv 10 Only Impulsive(Cast 2-3 spells first turn), evoker(250% Dmg?) and double strike (Ive never missed) are as brokenly awesome All 4 need to be reworked[/quote] Yeah, impulsive should be reduced to + 5 initiative, evoker should be reduced to + 25 % da
I think a summon hero spell would be much better than the current random heroes and it could cost 100 mana for a level 1 hero, 300 mana for a level 2 hero, 600 mana for a level 3 hero, ... The shards are still too important in 0.85. Either the base effect of the spells should be increased and the shard bonus reduced or there should be a level 3 spell in every element to alter the shard for 100 mana.
Before 0.85 aoe spells (fireball, blizzard, ...) were overpowered, but now the player can either wipe armies with them if no enemy mage is there or the enemy mage counters the spells. This makes the spells boring, because they are either overpowered or useless. It would be much better to make ALL spells resistable and to reduce the effect by 50 % on a successful resistance check. Counterspell should improve the spell resistance of a single target by 10 and mass counterspell should improve the
[quote who="greggbert" reply="3" id="3090057"] THe champion's don't level as quickly, its not so much as an issue. I'm not convinced it needs to be changed.[/quote] Hmmm, my mage sovereign is currently level 7 at the beginning of act II and that results in + 7 int for only one talent. [quote who="Alstein" reply="4" id="3090063"]I think they need to be tied in to other promotions, like path promotions.[/quote] That is a great idea. Instead of + 3
It would probably make no sense from the lore perspective, but it would be great if the wildlands get bigger in act II and III to threaten all players. They would work like the random encounter in MOO that attacks the players later in the game.
I thought the + 1 / level talents would be gone in 0.85, but they are still there. They are too powerful and boring, because a player should always select them.
[quote who="Heavenfall" reply="12" id="3089846"]Suggestion 1) Wages for units stationed in cities are reduced by 75%. This creates a high cost of attack, but a low cost of defense. Suggestion 2) Trained units gain 75%-100% less experience. This will prevent the player from accruing high level troops while the AI does nothing. Suggestion 3) The Sovereign may cast a single spell in any battle his faction is involved in, inside his own domain - even if he is not physic
[quote who="NorsemanViking" reply="1" id="3089719"]Please no! We need hard choices, and one is deciding whether to build a building or a unit.[/quote] Exactly, the new system is much better.
[quote quoting="post"]My solution: In a single melee strike, a champion cannot defeat more then 1 unit in a group of units, be it monster or human. Certain abilities would allow for defeat of multiple units: Double Strike is two attacks Sweep would hit 1 unit per tile Magic[/quote] Yep, that would be a natural way to limit the power of heroes and it should apply to ranged attacks, too. Abilities like rapid shot (two attacks) o
[quote quoting="post"]PLEASE either remove spells that will never be used, or make them scalable so that they will still have a use later on (if they ever did!). An advantage of this is you don't have to make a higher level version of the same spell.[/quote] Yeah, these spells are very good examples where scaling IS needed. Both spells would be nice if the effect is multiplied with the level of the TARGET.
[quote quoting="post"] + Units with bows also have quivers + Fireball damage reduced from 6 (+3 per fire shard) to 4 (+4 per fire shard) and it takes and additonal action to cast + Razing a city makes its zoc barren so a new city cant be founded there + Path of the Assassin gives +3 dex, +3 to crits, and +50% to crit damage instead of +6 to dex and +2 strength + Shards give 3 mana instead of 2 [/quote] I think the chan
[quote who="mqpiffle" reply="74" id="3085850"]I say give bows -3 initiative base, and have some good traits that help counter this (Rapid Fire -20% acc this turn and next turn, +5 initiative next turn.) Also give move-and-fire tactics a beefy -x% acc modifier.[/quote] I think accuracy modifiers will help only in act I, because in act II and III the accuracy will be much higher than the dodge, because the accuracy scales with the level and dodge does not (the same applies to spel
[quote quoting="post"] This is an issue that, as the AI guy, I'm still struggling with. How to defend against this? I've been tempted to have the AI do it to the human but the more I think about it, the more unsatisfying that would be. In beta 1, the kiting issue isn't huge because the tactical maps are so small. But in Beta 2, they start to get a lot more interesting (I have one map that is basically inspired from Demigod complete with multiple p
[quote quoting="post"]The Warfare path is much the same as it was with Beta 1. The key resource for mundane warfare is metal, a resource that players pursuing this much live and die by. The Civilization path has been altered to give more emphasis on building up your Empire through using diplomatic power. The resource of power here comes in the form of Diplomatic capital which is spent recruiting mercenaries, monsters and other factions to the war fighting for you. The Magic path h
[quote who="Tasunke" reply="18" id="3084557"] Currently, I really like how a magic-specialized champion can get -50% mana cost for tactical spells. I also like the 'meditation' spell which can increase mana production[/quote] Mantel of oceans is great, but it should not reduce the mana cost for tactical spells to 0.
[quote quoting="post"]As I play the game, I think “I have all kinds of mana”. There’s a TON of shards in beta 2. They’re common. You are swimming in mana income. Which means we have to provide interesting ways to use that mana. Bless City is one that can STACK. That means you can put lots of them on your city. I also made one called Curse City which does the opposite to an enemy city (increases unrest). I am hoping that we can put som