Wizard1200

Wizard1200

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

[quote who="StevenAus" reply="97" id="3062684"]I meant, split it evenly or give more/less to those of higher/lower level. For simplicity though, I think it would be best to give each army (multi-unit stacks and champions on the same square each count as one army): Total experience of defeated units --------------------------------------- number of surviving winning troops[/quote] I think splitting up the XP will only lead to single hero or dual hero armies t

146 Replies 70,506 Views

Great feedback and i would like to add: Give every element a spell to transform a shard of a different element into a shard of that element. I think such a spell should be a level 3 spell and should cost around 100 mana. Spears should inflict + 50 % damage against mounted units instead of ignoring 66 % of the defense Flanking melee attacks should inflict + 50 % damage Daggers should increase the initiative and ignore 50 % of the defense Bows should get

9 Replies 33,302 Views

[quote who="Mtrixis" reply="20" id="3062735"]That's the sort of thing I don't want to see. To take advantage of that, you'd have to check the armor type of every single enemy on the battlefield to ensure you're maximizing your offensive potential - and there wouldn't be any real choice involved, how do you plan for what enemy types you're going to face? You'd end up either occasionally receiving a bonus, occasionally receiving a penalty, or constantly ch

36 Replies 18,967 Views
Reply to Mana suggestion in FE Beta

[quote who="CdrRogdan" reply="6" id="3062626"] Heal and lifedrain are not affected by the 'evocation' talent, which needs to be addressed. Even a portion of the bonus would be okay.[/quote] [quote who="StevenAus" reply="7" id="3062695"]Maybe Evoker traits should instead "increase the effectiveness of all spells by a further x%" (for spells that can have a variable effect).[/quote] That would help, too, and all spells should scale to make them useful in the late ga

10 Replies 4,635 Views

I think these are very good ideas and i would like to add: Spears should inflict + 50 % damage against mounted units instead of ignoring 66 % of the defense Flanking melee attacks should inflict + 50 % damage Daggers should increase the initiative and ignore 50 % of the defense Bows should get 50 % of the strength bonus to improve the ranged damage in the late game Bows should inflict only 50 % damage at melee range Mounted archery should requir

36 Replies 18,967 Views

The movement from different sources makes heroes with ranged weapons or spells very powerful, because they can stay out of the range of melee units and can still attack. My ranged hero has a movement of 6, a dodge of 28 and can win most fights alone. I think spears should inflict + 50 % damage against mounted units instead of ignoring 66 % of the defense.

146 Replies 70,506 Views
Reply to Mana suggestion in FE Beta

[quote who="childofdark" reply="2" id="3061856"]My heroe's "heal" spell still heals 8 hp. Every unit or creature currently deals 20+ hp damage per hit. So what is the point of the spell? Etc.[/quote] Yep, my level 18 hero has over 120 hp and she has the master life talent, but without any life shards on the map she heals only 8 hp per cast. That is the reason why either the talent should increase the power of the spells or a shard of one element should be changed into a shard of a

10 Replies 4,635 Views

[quote who="LordTheRon" reply="62" id="3061833"]I second the idea that heroes should be able to die. That would make you think twice before sending them into a fight. Some form of (expensive) resurrection or reincarnation like Thormodr suggested would be nice, but just let those champions die when they lose a fight.[/quote] I think that would only lead to loading the save before the battle.

146 Replies 70,506 Views

[quote who="mqpiffle" reply="44" id="3060962"]Going back to the hero maintenance idea, when a hero is about to level up it should say somewhere on the splash screen something like "Hey boss, I feel like I've worked very hard for you over the past few seasons. I demand a 1.7 gildar per season wage increase if you want me to continue performing better." Then you can select whether you want the character to level or not. If not, you can choose to pay him/her off at any time in the futu

146 Replies 70,506 Views

I think a level cap of 10 and a reduction of the XP rewards to 50 % would be better, because per level talents are less powerful and the player has to think very carefully about the talent selection.

6 Replies 1,912 Views
Reply to Mana suggestion in FE Beta

Another option would be to give every element a spell to transform a shard of a different element into a shard of that element. I think such a spell should be a level 3 spell and should cost around 100 mana.

10 Replies 4,635 Views

I think the magic system is great in Fallen Enchantress, but the mana should be divided into different elements as in Age of Wonders: Shadow Magic: Earth, Air, Fire, Water, Life and Death If a sovereign has at least the apprentice talent of an element the mana pool of that element is increased by 1 per season. A shard increases the mana pool of the element by 2 per season if a sovereign has at least the apprentice talent of the element and the shard harvesting tech, but it doe

10 Replies 4,635 Views

[quote who="rillifane" reply="33" id="3060674"] Taking Wizard1200's idea even further... give the heroes a starting soft level cap of about 4 after which they gain maybe 25-35% xp and then adding a few techs to perhaps the warfare tree that can increase that soft cap by another 4 or so levels. This way it will hopefully keep heroes from outpacing armies too quickly and sort of make you have to choose between the two options for a military.[/quote] That is a great id

146 Replies 70,506 Views

[quote who="Heavenfall" reply="7" id="3059870"]Yeah, I don't agree with any of your suggestions either. Foremost, you don't really seem to be understanding some of the implications. Take the +1 constitution per level option. That'd give a champion several hundreds of extra hitpoints. Or +1 mana per level? That'd be the largest source for mana in any game, by far dwarfing shards.[/quote] I have currently reached level 8 with my sovereign and i thought that there is a ca

8 Replies 3,876 Views

[quote who="CdrRogdan" reply="2" id="3059615"] You should really break those up into professions and talents. As the profession can only be selected once and as such is allowed to be stronger than talents that can be taken up to 6 times. That said.. any of your tweaks are either already in the game (acrobat +1 dex/level) or just seem to be adjusted for the sake of adjustment. Merchant for example is fine the way it is. I agree with Assassin and Adventurer. Starting at level 2 is.. meh. B

8 Replies 3,876 Views

I think the the beta of Fallen Enchantress is great, but the balance of some professions and talents should be improved: PROFESSIONS Assassin (old): + 3 % critical chance and + 50 % critical damage Assasin (new): 100 % critical chance against uninjured enemies Adventurer (old): The sovereign starts at the 2nd level Adventurer (new): + 25 % XP and the sovereign starts at the 2nd level Ba

8 Replies 3,876 Views

[quote who="Campaigner" reply="116" id="2996147"] Stack of DOOM This is also known as the Heroes of Might & Magic syndrome but can exist in most strategygames. In Master of Magic it's manifested in that you take your eight or nine most powerful units and heroes and move them around together. They can defeat anything the A.I throws at you, heal quickly and are enchanted to the teeth! Age of Wonders solved this with a player being able to field MANY

154 Replies 2,244,026 Views

[quote who="larienna" reply="111" id="2996028"]That something I would like considering that most players put 80% of their time managing cities/colonies in CIV, MOM, MOO and many other 4X games. But I am not sure it that is the current focus of the designer. I hope so.[/quote] I spend most of the time designing units in MOO and fightning against the enemies in MOO and MOM. That is the reason why i think a 4x game should be good in all parts.

154 Replies 2,244,026 Views

[quote who="seanw3" reply="74" id="2995396"]Wizard is describing a militia. That would be a good addition to the game, but does not really make any sense as a way to build a professional army. [/quote] If every turn in the game is equal a year it would make sense :)

154 Replies 2,244,026 Views

[quote who="Jon Shafer" reply="42" id="2994945"]A single production queue forces the player to choose what is most important for a city to build. Good strategy is all about having to make important choices. It SHOULD be tough to have a strong economy and military. Of course, the military and economic paths should also be balanced (otherwise it’s just a bad strategy game).[/quote] I think there should be only one queue, but military units should not require production time, becau

154 Replies 2,244,026 Views