Wizard1200

Wizard1200

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

I think that there is currently a huge difference between offensive stats (accuracy, spell mastery, ...) and defensive stats (dodge, spell resistance, ...). The offensive stats increase in most cases much faster than the defensive stats to prevent invulnerable heroes and units: For example accuracy increases by 1 point per level, but dodge does not increase per level. To make this worse units get a huge accuracy bonus in a fortress. This means that dodge does not matter against high l

1 Replies 9,879 Views

[quote who="OliverFA_306" reply="28" id="3346787"]but the other change that I dislike is reducing maximum trained troops from 7 to 6. It reduces the epic feeling. I know that Elemental/FE/LH are not games about huge numbers of troops, and I like that, but reducir the maximum soldiers per unit from 7 to 6 is maybe too much. I would even increase it to 8 or 9.[/quote] That would make balancing the heroes and troops even more difficult, because a group with 9 members inflicts up to NINE

40 Replies 58,004 Views

[quote who="StevenAus" reply="7" id="3346743"]Wizard1200, what would happen if you had more than one of the items? Or would you make it so that a maximum of one effect would apply, so the percentages don't get too big?[/quote] Yep, only one effect should apply, because otherwise you would get the warlock + evoker IV + staff of souls + a few shards effect :)

16 Replies 26,506 Views

[quote who="StevenAus" reply="4" id="3346736"]I'm not sure if it should affect global income or metal and crystal income. Just enough so that it provides a good base income, with possibly a bonus per level (feeding off the potential of the hero).[/quote] It would be useful at the beginning of the game and at the end of the game if the items would affect the global income and it would make the tax rate not meaningless.

16 Replies 26,506 Views

[quote quoting="post"]As a game progresses, your regular units skyrocket in power, especially when you get companies of them. Heroes do not scale well at all, often times being the weakest link towards the late game, so much so that i leave them at home in favor of a extra of another unit. Heroes, especially late game, some pre-stocked with traits, which more or less forces you to play that hero a certain way. I would rather be able to skill them as i see fit, excluding of cou

3 Replies 8,943 Views

[quote quoting="post"]There is currently no item that provides Gildar continually, or any other resource. How about the Golden Belt provides 5 Gildar + 1 Gildar per level (or something similar for balance). Also, what about the Enchanted Backpack providing a random resource boost per turn? (This could be in the form of base amount + amount per level, balanced for each resource too.) It could be Gildar, Metal or Crystal (or even Mana), or if you're keen, maybe

16 Replies 26,506 Views

[quote who="GFireflyE" reply="7" id="3346526"]Definately. Without encumrance, why pick stuff other than the best available?[/quote] Because the different weapons and armors SHOULD have different penalties (initiative, dodge, ...) and SHOULD require proficiency traits that can be instantly selected, because they are in the general tree.

40 Replies 58,004 Views

[quote who="OliverFA_306" reply="9" id="3346322"]I know I am going against game design, but probably the issue is at the base, at basing the spell power mainly on shard nodes. Because resource nodes are more important than caster proficiency every champion cast the same spell mostly at the same effect. It's ok to have shards affecting spell power, but they should not be the main factor.[/quote] I think the scaling is a huge problem in the game design and it would help if the

14 Replies 14,472 Views

I think reducing the weapon damage or increasing the hit points will not solve the main problem: scaling. The damage and hit points of groups scale too much compared to heroes and single monsters. To solve this problem the scaling of groups should be reduced: - base stats of a group: hit points 10, accuracy 70, spell resistance 0 and dodge 0 - stats per level of a group: hit points 2, accuracy 2, spell resistance 2 and dodge 2 - every member of the group increases the

41 Replies 41,660 Views

[quote who="parrottmath" reply="4" id="3346242"]In all honesty a fix for this is rather silly, and I'm not sure why it works, but here it is... UnitStat_Attack_Pierce Remove that line from each and it will calculate the damage correctly. (Not sure if the correct guesstimated damage is correctly displayed, but there you go)[/quote] I guess the reason for this bug is that after the different damage types have been removed th

7 Replies 3,624 Views

[quote who="iamaddj" reply="20" id="3345769"]But that's not really true in either real life or in how the game works. Yes, mounted units are faster than units on foot and that's already reflected in the game, they get bonuses to movement and initiative, that's already a huge bonus. But mounted units aren't a whole ton more "dogey" than a guy on foot, they are still a much bigger target, which has always made them easier to hit with ranged attacks.[/quote] I think that

54 Replies 235,122 Views

[quote who="sweatyboatman" reply="8" id="3345775"]There are too many traits and leveling is a slog. Many of the meatier skills are hidden behind meaningless ones. So not only do you have to struggle to level, the reward for leveling is frankly pathetic. If I were in charge I would change leveling so that it's a rare and wonderful effect. A champ or sov at level 10 would be uber powerful and have access to lots of endgame skills and spells.I would make each level off

38 Replies 101,031 Views

[quote quoting="post"]Would the game benefit from the removal of spell tiers?[/quote] I think no, because, as Heavenfall said, the spell tiers are a perfect example of a skill tree that is interesting at every level and if the path abilities would be as amazing as the spell tiers getting a new level would be much more interesting.

14 Replies 14,472 Views

[quote who="halmal242" reply="2" id="3345556"]A second attack allows for mitigation of the miss chance in effect instead of an all or nothing you have the chance to miss and still do damage.[/quote] Good point, but i think that it would be easier to implement if high level monsters get the backswing ability. [quote who="parrottmath" reply="3" id="3345715"]Increasing the number of attacks across the board for a champion will make them more of a threat across the board, but I th

7 Replies 9,949 Views

Instead of increasing the number of attacks it would be in my opinion better to: - give decimate as a passive ability to commanders, defenders and warriors to make the paths stronger against groups - give executioner bonus damage against heroes and single monsters to make the path stronger against single targets - give high level monsters a high initiative to increase the number of attacks - give high level monsters area attacks to attack multiple groups at the

7 Replies 9,949 Views

1) and 2) are very good suggestions, but the amount of xp is very good in 0.80 3) is in my opinion not needed if the heroes level faster and the trees are shorter 4) is dangerous, because increasing the hp makes some abilities (poison, healing, ...) less useful I think it would help if medium sized heroes and monsters get the evasion ability, that reduces the number of lost hit points (not the damage) of an attack by an enemy group by 50 %. Assassins could get the impr

26 Replies 98,983 Views

I think that the weapon damage is balanced if a hero fights against a hero or a group fights against a group, but if a hero fights against a group the weapon damage is unbalanced. - impulsive should be replaced by graceful - charge should increase the movement during the first round by 3 - ambush (new ability) should increase the attack during the first round by 3 - decimate should be a passive commander, defender and warrior ability to make the paths useful ag

41 Replies 41,660 Views

[quote quoting="post"]What do you all think?[/quote] I think that you have made great suggestions how the professions should be improved and this improvement is VERY important, because, as you said, the power level differences between the professions are huge (bandit lord vs. warlock) and this hurts the player and the AI. Another solution would be to remove the professions at the sovereign creation and replace them with the path of the assassin, the path of the commander, the

22 Replies 77,992 Views

[quote quoting="post"]"Boss" fights sucks and are boring: Boss fights, titans, named wildland leaders, dragons etc. SHOULD be one of the fun things about late game, this is when your lvled up sov or other awesome hero can really shine! This is what they should be doing late game, going out and fighting these guys! The problem is, the fights kind of suck. The main issue is, they are too slow, the big monsters have a low initiative and only one action, at best for them this means they get to ac

20 Replies 74,092 Views

[quote who="Azunai_" reply="3" id="3344867"]if i'm not mistaken, summoner also gives you a buff increases the attack of all summoned units by 50%. at least, last time i played paride, procipinee had that buff and i didn't actually have any summoner traits from the mage path, so i assume the buff is from the profession (please correct me if that's not the case[/quote] Sadly it is only possible to get summoners boon as a quest reward, but it should be in the mage tree.

7 Replies 44,253 Views

[quote who="OliverFA_306" reply="47" id="3344857"]I am not against overhauls either, but I do believe an expansion is about adding things not about changing existing ones. At least mainly.[/quote] The warrior tree and the defender tree have a lot of new abilities, but some of them are not balanced and most of them have too many prerequisites.

54 Replies 69,481 Views

[quote who="Alstein" reply="39" id="3344799"]I'd second the replacement of armor pieces with full suits for normal units. Champs should remain as is- but I do think encumberance should come back for champs.[/quote] I think units and heroes should follow the same rules, because it is much easier to understand and to balance.

54 Replies 69,481 Views

[quote quoting="post"]What do you all think?[/quote] I think that you have made great suggestions how the professions should be improved and this improvement is VERY important, because, as you said, the power level differences between the professions are huge (bandit lord vs. warlock) and this hurts the player and the AI. Another solution would be to remove the professions at the sovereign creation and replace them with the path of the assassin, the path of the commander, the

7 Replies 44,253 Views