I'm a fan of Cloud Walk. Maybe make Cat's Paw Highway a super early level, low cost alternative while leaving Cloud Walk in?
dracophoenix
[quote who="EviliroN" reply="13" id="3072168"]THIS is what champs should be... all of them [/quote] I support this message. That being said, a means of making armies more varied/customizable(with meaningful choices) wouldn't be a bad thing.
I find it humorous that," The goal of stopping/slowing on the-the-field regeneration and/or ability to advance for a short while is not to turn it into an "end turn" situation, but rather to incent the player to have more than one Stack of Doom/have other armies to advance to AVOID being in a position to have no choice but just hit "end turn". " is being presented as a good alternative. Yes, I want someone else to eliminate my playstyle that I enjoy that isn't represented by M
Problem I see with 'dividing' exp between survivors is this penalizes people for using army units. If my army units are going to drain from my Sov/Champs leveling, then why would I bother? Aside from having monster/quest respawns to keep a player from intentionally gimping himself (having a lot of weak low level units due to stacking and not thinking through, "this divides xp and is disadvantageous to me in the long run.") Will say that army units are the
No to this. The current system puts you in sistuations where you can blow it all and screw yourself over. Current system also lets you gear/trait a hero to where mana usage is minimal, still allowing your 'non-mage' champions to be imbued for support spells without having to take them down the 'mage trait' path. I like MORE option in utilization of my mana, not less.
Maybe this isn't the game you're looking for? Don't mean it in the harsh since, but this is suppose to be 'Elemental' done right. Without the horrific bugs, without the overly complex micromanaging. Without the need to spam settlements (played at launch). The mana system is one of the core aspects that I like about the game. There has been times where it frustrated me (early on, wishing I could rush an engagement), but ov
Resounding no on this...Listen to what you did. You capture as many resources as you could, turtled till you had ridic amount of mana, then used one of the most powerful spells in the game. How about suggesting they make the AI take steps to keep you from getting to that point? Even a suggestion to maybe add to the potential skills/abilities of units/heros a 'mage-dodge' that is on top of the resist (note, this should be a rare high level trait, equal to the cost and rarity of t
No thoughts or feedback?
I can't express how strongly I oppose taking Sovs off the battlefield! So many people are hating on Sovs and Champs, while they are one of the main reasons I play the original and now the expansion/sequel!
I like the idea of Maul I, Maul II, Maul III. Maul I starts out to where every instance of Maul is -6 accuracy at 50% damage. Maul II is -4 Accuracy at 75% damage, and Maul III is -3 Accuracy at 100% Damage. Each reoccurence of the Maul effect gets the Accuracy penalty added to the previous one as is currently designed.
I kind of like the Champion path. In my current play through, I use military units for protecting my cities, while I have my Champion Army being my primary exploratory and offensive force. I WOULD HATE for this to be removed as an option.
Clearly Meteor show is the fake one. Can't wait to battle the HULK!!!!!
Going to keep this short to avoid a TL;DR. In the King Arthur games, quests and diplomacy are handled through choose your own adventure style mini-story/text-adventures that are tied to your heros skills/stats. I think this would add a WHOLE lot to FE as far as making questing a bit more enjoyable than a yes-no question followed by combat/no-combat. Example: I walk up to a statue. Find out it is a Golem and it comes alive. I can immediately attack it, talk to it, use my