[quote who="Kantok" reply="95" id="3421821"] Quoting Turchany, reply 93 It's like democracy, many know it is not the best, but there is no better choice currently. By definition if there are no better choices, then the one you have made is the best. [/quote] He meant in the present. By that logic Slavery could be easily justified.
Nichtganz
[quote who="Kantok" reply="1280" id="3421845"] We simply don't know enough. Or, in denier terms, the science ISN'T settled yet. [/quote] Because Jesus.
Agreed, most traits are just weak or seem like fillers.
the questing portion of the game needs better rewards, one of the many reasons heroes are so weak now.
[quote who="animageous" reply="1" id="3345333"] I have a lot of problems with the "blood" traits. I like the distinction they create but think a lot of them are either unpolished or just plain underpowered. Compare Quendarian blood giving you a nearly useless elemental resistance (and weakness!) to the Mancer ability to BUILD ROADS, currently the most overpowered ability that exists, in my opinion. Top the road-building off with +1 accuracy per level and bam! unbalanced blood
[quote who="animageous" reply="4" id="3344905"] Quoting Azunai_, reply 3by that time, trained armies are a lot more powerful than champions\ Alas that this is how the game should end up, that your mighty heroes get so outclassed by your normal units in the lategame that they're not even worth considering![/quote] I disagree in every sense of the word, heroes should scale to late game.
The changes to Yithril are pretty awesome however i feel the other factions could use some work. As mentioned in a different thread i created we now have three factions that have master-craft armor. I feel that only one faction should have this trait. Umbar at the moment seems fairly unpolished. They have awesome faction passives but as far as weapons are concerned and the faction itself it seems like a carbon copy of Tarth. I hope prior to release the other factions are loo
I feel like the changes made heroes even weaker than they were... Although i do like the changes.
be as it may it's ruining faction uniqueness and just makes masterwork chain mail seem so bland now.
And now Umbar has masterwork chainmail... This seems to be getting out of hand.
There's been a large improvement with city spam. Stardock needs to have pioneers costing a large amount of population, and have scouts assemble outposts tbh.
It was unique to Tarth prior to LH.
I dont know if anyone else noticed but magnar has masterwork chain mail. I'm not sure if it's a bug or a design decision but magnar shouldn't have masterwork chain mail. I'd suggest giving them some sort of Ethereal armor.
No more encumbrance? How is that going to work with Yithril and their racial passive?
Looks good so far, keep up the good work.
I'm not saying they're underpowered. They just fall off late game. I'd suggest increasing their cost and making them better mid/late game units.
I'm quite excited for this game, RPGs have been heading down an ugly path for years. While I enjoyed skyrim it wasn't morrowind. I'm hoping another game in my lifetime will give me the same enjoyment.
This is actually the best news in a long time. Lucas arts has been publishing dog shit for years. Maybe will finally get another Battlefront and Kotor game.
I think it's time to raise this thread from the dead. With 0.75 Axes were evenly distributed across the factions (and a single ok axe was added to loot lists). The problem with items with similar attack power to purchasable weapons is the fact that they fall off late game in such a painful and obvious way. Consider how the Great Axe (Now attack power 21, 25 for Yithril), does the same damage but in an endgame squad it has seven members doing that damage. Quest items mo
Yes leveling is one of the reasons heroes are so under-powered at the moment. You can only really afford to have your sovereign as trained units are simply better.
With some of the changes in 0.75 Jugg really falls short. The nerf to maul was very necessary, but it was what made it so powerful late game. There are two weak points of the Jugg, it's starting weapon (which is abysmal), and it's lack of armor. The Guillotine Axe is all sorts of awful. The crit chance as i've stated numerous times is non nonsensical on this unit and on the weapon itself. i'd say give the weapon 33% armor pen and a larger base