How about, instead of Tarth's blood trait only kicking in if you have 3 units or less, it is whenever the unit count of your army is lower than the count of the opposing army? I think that would still fit the Tarth idea of a motley crew of ex-gadiators and slaves beating on larger forces, and it would be something that remains useful for much of the game.
Foefaller
[quote who="GFireflyE" reply="7" id="3346526"] quoting post Now that armor proficiency is required for various types of armor, some of the low level treasure finds have become useless junk like a rusty plate helm with a defensive value of +2. By the time a unit could use it, much better options would be available. Another example is the rusty chainmail. Definately. Without encumrance, why pick stuff other than the best avail
Definiently want to see more XP going the way of champions, whether it's lowing the xp split penalty or give more/better options for champions and sovs to gain XP outside of combat. Not sure if granting more traits per (x number of) level(s) is the best answer for the skills trees though. I think I would rather see them made shorter, and most of the stats currently gained from taking traits be part of leveling as that class (i.e. a Warrior get +1
[quote who="Stupidity10" reply="8" id="3345649"]Blood traits have always bugged me as underdeveloped and unbalanced. Basically I think that each race needs a base bonus and a ability that increases per level. Quendar actually fits this as they get fire resistance and the ability to do increasing fire damage per level. Gilden also is great as they get 1 hp per level and base spell resistance. An example of a blood trait that seems shallow is Altair's experience bonus
[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] Summoner doesn't increase damage of summoned units, however, there is a spell (Summoner&#
I think that's actually three bugs. The first is that AI ships can attack you, the second is that the autobattle-ed ship-to-ship combat results in all your champions getting greyed/killed and the ship going to zero. ...and the third part (dupicate champion showing up in the nearest city) happens whenever the outcome of a battle has two different locations your champion or sov is suppose to be garrisoned at. The same thing currently happens if you conquer a cit
[quote who="dihir" reply="20" id="3291251"] [quote who="Kongdej"] Well Duh, some of these factions are also way simpler and have easily "abusable" tactics, compared to the more difficult Altar, and the completely useless Pariden. Half of that is faction balance taking effect... [/quote] Periden is not useless, though they are weak in stand-up fighting -- the initiative bonus can be incredible, and the earth shard bonus counts even when they are
This is a pretty neat idea, though I do have a couple of thoughts. First, rather than having them start as entities existing on the strategic map and outside of your control (especially if they aren't going to be tied to a region or wildland), I think it would work better if they are groups that you recuited, or at least started to show up, after certain requirements are met and are tied to either your faction or the city they make thier home in. An example might be a th
With unique units tied to blood traits, I think it should be all or none; either every blood trait should have a unique unit tied to it, or every unique unit is a faction trait that can be picked up regardless of blood trait. Either way, at the moment (and if they do seperate unique units from blood traits) Wraith Blood does need a bit of a boost. I kinda like the idea of the health gain being on every melee attack, rather than just kills, but I think it would make it