Three bandits with melee weapons are probably better than two of them and a bandit with a ranged weapon, because with the new swarm mechanic they will be more useful.
Wizard1200
I think Bandit Lord should summon one bandit captain, two bandits with melee weapons and one bandit with a ranged weapon in tactical battles for 4 gold.
Charge should be split into two abilities: - Charge: + 3 movement during the first round of combat - Ambush: + 3 attack during the first round of combat Double Strike is balanced, because dodge is a very good counter against it.
[quote who="NanakoAC" reply="4" id="3337031"]we just need to be able to upgrade arbitrary unit X, into arbitrary unit Y. none of this mucking about with specific types of equipment.[/quote] That is a very good suggestion.
[quote quoting="post"] Amarian -Soul Cleanse: The unit heals for 8 (+2 per level hp) for 18 mana. An ability should not copy a spell... -Soul Charge: Unlocks ability which increases the casters initiative by 3 for rest of combat. Costs 10 mana. Very nice -Pride: +1 attack -5 dodge + 1 attack does not fit very well to a caster faction
I think the sovereign trait is very weak and should increase the level by 2, because your suggestion would be probably difficult to implement. The faction trait and fortress improvements are very good in my opinion, because they affect all units and every member in the unit.
I guess it is a bug, because i saw a standard sovereign with two classes (assassin and warrior), too.
[quote who="Wizard1200" reply="14" id="3336744"]Yep, removing evoker IV (evoker I - III should be + 25 %), summoner III (summoner I - II should be + 2) and knowledge would make the mage tree much more interesting.[/quote] After thinking a little more about it the Aeromancy, Geomancy, Hydromancy and Pyromancy spells should be in the spellbooks and not in the Mage tree, because they are useful for all paths. Aeromancy (+ 25 % damage with Air spells) > Summon Air Elemental
[quote who="Sanati" reply="9" id="3336789"]Seems like every game update they remove more spells instead of adding to them. Maybe they expect everyone to use mods to make their casters effective at all levels and with all elements.[/quote] Yeah, i think the Aeromancy, Geomancy, Hydromancy and Pyromancy spells should be in the spellbooks and not in the Mage tree, because they are useful for all paths. Aeromancy (+ 25 % damage with Air spells) > Summon Air Elemental Ge
3. That would make a high spell resistance less useful. It would be better to have a spell that reduces the spell resistance of the target and another spell that reduces the dodge of the target.
The essence bonus of scrying pools is already very strong there is no need to increase it.
[quote who="Trojasmic" reply="8" id="3336622"]new warrior skill tree looks great... are you open to modifying the mage traits a bit?[/quote] Yep, removing evoker IV (evoker I - III should be + 25 %), summoner III (summoner I - II should be + 2) and knowledge would make the mage tree much more interesting. It would be even more interesting if the mage would get active skills like meditation (- 100 % mana cost for the next spell) and dispel magic (removes all spells from the target).</p
[quote who="Borg999" reply="4" id="3336593"]My solution would be to make spell damage a function of the sovereign's level, with the shards acting as modifers/amplifiers.[/quote] In that case you would have useless spells at the beginning and overpowered spells at the end, because the hit points do not scale as much as the spell damage IF you add multipliers like warlock, evoker and items: Soulspark at level 1: 3 points of damage (2 + 1) Soulspark at level 20 with w
[quote quoting="post"]Added the Decimate warrior ability (attack that does additional damage for every member of the enemy group)[/quote] It would be better if hammers, mauls, ... have the overpower ability with lower damage and the bruiser ability should increase this damage, because this would make the low initiative weapons more useful. The spearman ability should increase the damage of the impale ability of spears, pikes, ... and the decimate ability should be an assassin ability
I think the damage of all spells should be x + y per shard, because otherwise the spells are useless at the lower levels and overpowered at the higher levels.
I think hybrid characters should concentrate on casting buffs and mages should concentrate on casting damage or crowd control spells, because hybrid characters can still use other abilities, but mages do not have other abilities. I hope that Stardock either removes the boring trait lines or makes them shorter to enable more interesting builds.
[quote who="vanderbilt_grad" reply="8" id="3336380"]The elemental guys ... I'm not sure that more damage is the answer. For the Ignys, I think that a small init boost and a shorter cooldown on their breath weapon would be helpful. For the Shrills ... I think that a few more HP would make them more dangerous and fit their challenge rating better.[/quote] Good point. I think a shorter cooldown would make all monsters more dangerous and interesting.
I think the Mantel of Oceans spell is too powerful. The spell should reduce the mana cost by 25 % and not 40 %. The remaining 15 % should be used to increase the power of the Affinity ability of the Mage. It should reduce the mana cost by 25 % and not 10 %.
The elemental damage of Air Shrills, Fire Shrills and Ignys is too low, because their special attack should be really dangerous. I think more monsters should have special abilities, for example Bears should have Cleave and Double Strike instead of Maul.
[quote who="GFireflyE" reply="3" id="3336060"]Familiars are awesome if you go a summon path, as your familiar can make duplicates of all your summon creatures.[/quote] ... and they are amazing for combat mages, too, because the familar can cast spells with positive effects (haste, heal, ...) on the mage while he can cast damage spells.
[quote who="ElementalHam" reply="56" id="3335625"]What do the masses think about getting two picks per level? As it is, it seems like levelling takes longer than it did in FE, anyway...maybe we should get more bang for the buck. If one gets two picks, they can choose to use one for XP upgrade, and one to use on a skill that's actually immediately useful, too. Or they can pour it all into line if they please.[/quote] Two traits per level can destroy the balance, because
[quote who="mqpiffle" reply="9" id="3335634"]The question is: if I cross a hero Fame threshold, then spend Fame, and then recross the threshold, will more heroes show up?[/quote] Hmmm, perhaps it would be easier and more interesting to offer one hero and one item (magic item or xp book) at every fame threshold.
Ah sorry, my answer was too short :), because i made those changes only with the core file.
[quote who="mqpiffle" reply="54" id="3335536"]I think the swarm thing raised the power of trained units significantly.[/quote] Yep, but it increases the challenge and fun of the tactical combat.
a. yes b. yes c. i guess so d. yes e. i guess so :)