Wizard1200

Wizard1200

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

[quote who="mqpiffle" reply="35" id="3344782"]I've been thinking this myself. Armor pieces are fun in some games, but I'm starting to think they're not necessary or fun in LH. And like you mentioned they could balance the initiative much easier with full suits, and maybe introduce a couple more armor types just for fun. I've also been thinking that the armor proficiency traits should not be requirements, but rather give bonuses to using those kinds of armors.

54 Replies 69,412 Views

[quote who="Stupidity10" reply="4" id="3344698"]Summoning is decent if you go the earth elemental route but any good summoner is worthless at everything else due to the huge Trait point cost. The reason no summoning champions exist is for the same reason, it requires so many traits to do that no champion could ever be worth it, only a pure summoning Sov is good enough. Also the random and limited summons really really bother me. Every Summoner is the same due to the hor

18 Replies 30,233 Views

I think that the spell cooldowns are fine, but the cooldowns of the hero and monster abilities are too long. The spells are much easier to get, because you need only one level to unlock of a few of them compared to many levels to unlock one ability.

10 Replies 18,567 Views

I guess increasing the base initiative to 100 would make it easier to balance the armor pieces. The two initiative traits of the general tree should be removed and replaced by a single initiative trait.

54 Replies 69,412 Views

I think that the new system will be much better IF the paths, spells, traits, weapons, armors and items are overhauled. This overhaul is very much needed, because there are many balance problems: - strength AND muscle are redundant - armor pieces have the same defense, but different gold costs - armor pieces have different defense, but no initiative penalty - impulsive trait is overpowered and should be replaced by graceful - defense should be slightly

54 Replies 69,412 Views

I think it is very important to move the armor (and weapon) proficiencies to the general tree, because they increase the length of the path trees too much and make them less interesting.

54 Replies 69,412 Views

I think that the long cooldowns of the abilities make the combat boring. The cooldowns should be reduced from 5 turns to 3 turns to make the combat more interesting and the abilities stronger.

10 Replies 18,567 Views

I think that the enmity ability (+ 25 % attack vs. the opposite faction) is one of the worst abilities in the game, because it is very situational. The ability should be removed from the warrior tree to make the tree shorter.

12 Replies 8,496 Views

[quote who="Naidrev" reply="1" id="3343866"]1) Make heroes level up more frequently. Considering how weak heroes feel compared to trained units, this may not be that unrealistic of an idea. 2) Have more, shorter class branches that require certain levels to begin. Break the longer branches up into three or four bubble-length choices, but have the stronger paths require a certain level. This way you can try out multiple paths without having to go all or nothing down one long path.<b

12 Replies 21,621 Views

[quote who="DsRaider" reply="10" id="3344066"]The first problem is that now there is no reason not to use full leather all the time. Before there were reasons to design units with only 1 or 2 pieces but not now. Currently you may as well make leather a starting tech because you get it so fast anyway and there is no reason to ever not use it. Every single unit in the game should have it.[/quote] I think if all armors would have an initiative penalty and a dodge penalty it would be easi

54 Replies 69,412 Views

[quote who="GFireflyE" reply="2" id="3343925"]Agreed. By removing encumbrance, SD had removed one of the main equipment balances in the game. To offset this, weapons especially need to be associated with their new equipment balance mechanic: proficiencies.[/quote] Yes, i think that the Pathfinder roleplaying game is a very good example of weapon and armor proficiencies: Light Weapons: Bow, Dagger, Staff and Sword Heavy Weapons: Axe, Crossbow, Maul and Spear (-3 initiat

54 Replies 69,412 Views

[quote who="tesb" reply="97" id="3343306"]and proficiencies just lower those penalties.[/quote] That is a great idea and if you combine it with proficiency traits in the general tree and not in the path trees you would avoid: [quote who="sharpxe" reply="100" id="3343331"]YOU NOT ALLOWED TO DRINK POTIONS YOUR CLASS IS WRONG!![/quote] and it could look like that: - A full suit of Leather Armor gives - 2 init and - 10 dodge withou

139 Replies 442,961 Views

[quote quoting="post"]Removed Encumbrance. Instead we have chain mail proficiency and plate mail proficiency that enables the use of those armor types. Defenders get both early on. Warriors get chain early and plate in the middle of their trait tree. Assassins get chain mail in the middle of their trait tree. Strength and Muscle traits give bonus attack A full suit of Chain Mail gives -3 init A full suit of Plate mail gives -6 init[/quo

139 Replies 442,961 Views

[quote who="Azunai_" reply="7" id="3341376"]axes (cleave) are the best weapons now. don't know if it's fair to call them overpowered, but i think they could use some limitation; very little reason to use other weapon types once you get to battle axes; maybe cleave shouldn't do full damage to all affected units swords are nothing special now; the lower tech version have a little bonus initiative; they have solid damage and a bit extra damage from the counterattack, but sinc

61 Replies 73,112 Views

[quote who="Lord Xia" reply="4" id="3341824"]I see the crown as pretty nice, but far from required. I only occasionally take it.[/quote] Yeah, one meditation spell on a city with 2 essence covers most of the mana maintenance, but if we are talking about balance: there is a huge lack of balance between the different professions (for example bandit lord vs. warlock) or traits (for example veteran vs. discipline).

5 Replies 13,209 Views

[quote who="Stupidity10" reply="38" id="3341517"]Fleeting Strike Skill: Unit attacks than retreats 1 step back. Cant be Countered. Swift Trait: +1 movement and ignores enemy engagement (Can walk past enemies)[/quote] These abilities are great assassin abilities, but an enemy unit would still be able to follow the assassin and attack him if he is alone behind the enemy lines. The Shadow Shift ability would be another option if it would work like this: - Teleports the

139 Replies 442,961 Views

[quote who="Stupidity10" reply="36" id="3341405"]Assassins/Defenders should get the counterstrike bonus as well. I am just not sure counterstrike is a good trait compared to cleave or impale (The 25% bonus not the ability iteself). Does anyone find it useful? It seems underpowered to me as many skills and traits ignore it. First you say assassins should be the master of one vs one fights and now you want them to be masters of the melee? So he would be tougher one vs one and get strong

139 Replies 442,961 Views

[quote who="Stupidity10" reply="6" id="3341456"]All staves need to be ranged and affect casting in some way, it would be cool if we could get a stave that uses wizard1200 idea of ignoring or lowering resistance to elemental damage for spells.[/quote] That is exactly what i was trying to suggest, but english is not my main language :) Overcharge: - Costs one action - The next attack or spell ignores the cold, fire or lightning resistance - If the mage ha

9 Replies 23,147 Views

[quote who="NunyaBizniss" reply="1" id="3341377"]Nah... Staves need +initiative bonuses. If i'm making a mage I don't care what the weapon damage is. I only care about how often the hero gets initiative. That said, most hero's get daggers. [/quote] Yep, that is exactly the reason why i think that the evoker abilities should increase the damage of the overcharge ability of staves and the overcharge ability should affect the next attack o

9 Replies 23,147 Views

Staves should have the overcharge ability that ignores the cold, fire and lightning resistance with the next attack. The path of the mage should have the expert evoker and master evoker abilities that increase the damage of the overcharge ability by 25 % / 25 %. This change would make staves very useful for mages.

9 Replies 23,147 Views

[quote quoting="post"]* The skill tree, or how a good idea reveals itself desastrous. At first, I thought that it was a great idea. But after two games, I see how bad this is. First, it opens up the way to minmaxing. One thinks what one wants about minmaxing, but the net result is that all heroes will more or less end up the same. The previous system was better. It lead to heroes that were not copies of each other, or of heroes from the game before! The system also opened up some skills earli

6 Replies 41,628 Views

[quote who="Alstein" reply="22" id="3341326"]I think the old administrator abilities should be general, not commander. Commander should have ability to enhance/reduce swarm, the old battle cry ability, guard, give bonuses to certain types of troops etc.[/quote] Yep, that would make staying in a city to restore mana or hit points more useful.

58 Replies 75,232 Views

[quote who="moi-meme" reply="18" id="3341307"]* Fire mages utterly dominate other mages. Other lines of mages should benefit the damage increases (for exemple, a slow could be increased in effect by the +xx% damage bonus the mage has.) They should have 'mass' spells to compete with fireball (mass haste, mass slow...) * The current tree has the very detrimental consequence that non essential skills are never chosen. This is accentuated by the fact that one knows that the num

58 Replies 75,232 Views

[quote quoting="post"]Redid the Defender trait tree Defender I trait increased from +5 to +10 defense when defending Defender II trait increased from +10 to +15 defense when defending Removed the Defender III trait Endurance trait gives +10 hit points instead of +1 per level Added the Endurance 2 defender trait (it gives +15 hit points) Added the Eternal Guard defender trait (+5 levels for summoned sentinels) Converted the general Graceful trait to the

139 Replies 442,961 Views

[quote who="mqpiffle" reply="28" id="3341038"]Please make it a % bonus. Also please make the Forge > Blacksmith > Armorer improvement defense boni percentage based. I know the game isn't about realism, but it seems kinda silly to me that a forge would give an unarmored unit some defense. I also understand it's easier to balance raw numbers.[/quote] I do not like abilities with a % bonus, because they can get out of control (warlock + evoker +

139 Replies 442,961 Views