DsRaider

DsRaider

Joined Member # 3393970
143 Posts 2,032 Replies 25,104 Reputation

Some factions, mostly kingdoms, don't have default warg units I believe.

3 Replies 3,654 Views

The problem with monsters as I see it is much more complex then that they aren't simply tough enough. There are tough monsters, so tough they are unstoppable early game in fact. The problem is that the tough monsters are incredibly random and the more common predictable ones are extremely easy to eliminate early game. Due to the current system we have two types of monsters. The first is comprised of big tough unstoppable monsters like Drakes and Dragons that sit around until someo

29 Replies 29,787 Views

I like you ideas for more traits and I think you are spot on about which traits are usable. Here are some possible trait ideas of my own... Army Trailblazer: +1 sight, +2 initiative to army on first turn. Medics: Army heals 1 hp every turn. Packmen: +5 to army weight capacity. Grants Carry ability which grants target +3 initiative for a turn.

7 Replies 16,185 Views

[quote who="DGB246" reply="24" id="3218930"]I propose they make the Oracle a level 5 conclave upgrade and they move scrying pools halfway down the magic tree. That would make the exponential multipliers late game where they belong[/quote] That might work but the difference between spots with 1 and 2 essence would still be huge, and the occasional spot with 3 would still be ridiculous. You could still make city enchantments increase with each essence on a city but instead have a base a

40 Replies 100,415 Views

[quote]I think it would be really beneficial if city enchants did NOT scale with the essence in target city, so a city enchant in a 1 essence city is worth the same as a city enchant in a 3 essence city.[/quote] This. I have no problem with 1 essence but cities with 2 are actually worth 4, and cities with 3 are actually 9. Since 3 is not that hard to get because of Oracles having 2 essence in cities becomes very important. If you play as Paridan you can get 4 essence easily which is a

40 Replies 100,415 Views

1. I have played pretty much every faction. Usually my power level is 1.5 times the next players at the end of the game. I usually am low to mid ranked early game but slowly kill higher ranked players until I get to the highest rank. Late game all the factions play the same. My armor is composed of heavy armor infantry. By end game all monsters and elemental are useless because they don't upgrade. Dragons are perhaps the only exception but they are really late game. The only faction that

20 Replies 9,845 Views

Currently in FE their are two types of monsters. Those that guard lairs and those that wander around lairs. All lairs have guardians that will not leave a lair unless it is placed under influence, then they attack random things. Some guardians start off extremely tough like dragons. Sometimes they start off weak but after a while a tougher guardian will replace the existing one and that monster will become a wanderer. Some lairs also continuously spawn wanderers. Wanderers will wander around

11 Replies 17,376 Views

[quote who="Frogboy" reply="26" id="3217351"]We've gone from debating whether units are glass canons to whether they're too tough.[/quote] True, but the Glass Cannon issue was because of low HP. Armor has always been very very powerful. [quote who="Heavenfall" reply="30" id="3217366"]I think it's important to say what the problem is in order to fix it. I think the problem is that the mid- and late-game armor pieces simply have too much defense. Not only does it mak

60 Replies 184,490 Views

[quote who="seanw3" reply="23" id="3217302"]That is essentially the problem. Too few beta testers have played the mid to late game extensively. So these issues are just now becoming popularized. One day a beta tester will research Weapons of War and discover a horrible truth. Greatsword and Maul are totally useless, despite being one of the last tech tiers in the game. Late game magical weapons cost less research and are leaps and bounds more powerful. Yew Longbow does 1-2 damage against chai

60 Replies 184,490 Views

[quote who="Bingjack" reply="3" id="3216867"]Custom Sovereign creation shouldn't be about making a better Race in every case, but a different one. I'd just like to see something put in place to make sure the Stock races always had some value to play over a custom race, and that people didn't automatically assume playing through the game as a custom Sov was a lesser achievement. Because, currently, it is. [/quote] I couldn't agree more. They devs need to make sure that

33 Replies 18,185 Views

From the Steam page for Fallen Enchantress: [quote] About the Game A World to Build… or Destroy. “A war is coming… a war between East and West - between Kingdoms and Empires, between man and Fallen. A future of blood and death, of chaos and destruction.” – the Oracle Ceresa Design your sovereig

0 Replies 2,147 Views

[quote who="StevenAus" reply="17" id="3214940"]Yes, it is often better to boost other less powerful things than to nerf more powerful things - as long as the most powerful things aren't already game-breaking.[/quote] If essence is too good then it will be pointless to build in places without it. Also as it stands now as long as you have essence you don't need to worry about food at all. It also tends to make conclaves overpowered. We will see more diversity in cities and more

21 Replies 11,674 Views

[quote who="Lord Cobol" reply="13" id="3215057"] But I don't feel an urge to remove all the fire/ice/lightning/poison damage from weapons, and I don't mind if a fire axe is paired with a misc item that causes ice damage -- as long as the combat results reflect both damages correctly[/quote] I guess my inner sense of neatness dislikes this kinda stuff because that does bug me. I would rather axes didn't auto upgrade into fire axes, why does it always have to be fire?

13 Replies 8,580 Views

The more I examine the system the more I think that the elemental weapons like fire axes should be removed. They are too awkward. Instead a whole lot of things would be simplified, including mages, if their was simply a upgradeable progression of cold and fire items. So instead of a fire axe you just get an axe and a fire amulet. Both then upgrade to better version as tech is unlocked. This would give us much better control of designable units.

13 Replies 8,580 Views

[quote who="MisterAedan" reply="13" id="3214838"]Yes, why not the same one Altar henchmen can get (although that's pretty weak). Or something more interesting - an early interrupt/knock-down type spell?[/quote] I like this idea. If the spell hits it knocks down as well as doing damage, but if it is blocked it only does the half damage. [quote who="Mistwraithe" reply="12" id="3214810"]I stuffed up a bit in my current game by not making any really great settle locations into

21 Replies 11,674 Views

[quote who="BlackRainZ" reply="7" id="3214617"] A lighter weapon WILL MAKE you move faster. Have you ever held a dagger, and then held a giant 2 handed axe.[/quote] Wrong the knife slows you down less, it doesn't make you faster. If you hold nothing do you run slower then with a knife, No. Should holding a knife make you cast spells faster then barehanded or with a staff, No.

17 Replies 21,574 Views

[quote who="Supreme Shogun" reply="5" id="3214543"]So what you're saying is they should require something like spell level 2+ to unlock instead of given for free at the start. OR those spells put on the magic tech tree, say 2nd tier. [/quote] Well higher trait prerequisites and mana costs would be a nice start. The main problem however is the whole per essence thing. Their effects really shouldn't be multiplied per essence, or if they are there should be a upfront and a multip

21 Replies 11,674 Views

Wow this patch looks awesome. Lots of nice little bug fixes. The addition of road building is nice but I would still like to see the outpost road tech sooner. Fallen Enchantress has a lot of rough terrain and slow movement so we need to be able to produce roads quickly and early to compensate or you start spending 50 turns crawling through the boonies. I also compiled a huge list of all the things that seemed out of balance to me <a href="https://forums.eleme

51 Replies 33,390 Views

[quote who="BlackRainZ" reply="2" id="3214361"]Yes, do not make city enhancements less powerful. They are limited by essence. I wouldn't mind making them more expensive to cast though. Other points you make are good, especially with the binding trait (those elementals are useless)[/quote] The problem is that most of them get more powerful the more essence you get. With Oracles and Pools 3 essence isn't that rare. Thus by using one essence spot you can get +6 initiative,

21 Replies 11,674 Views

In the spirit of the upcoming Beta5 feature lock and focus on Balance I have decided to make 1 mega thread about all the balance issues I have come across in my many many Fallen Enchantress games. Balance Issues -Ice Elementals are still so weak they are pointless to summon. -One Handed Blunt Weapons seem too weak because of their heavy w

21 Replies 11,674 Views

[quote who="j_wl_b" reply="6" id="3213864"]Give monster lairs a zone of control(ZOC). Make it so that cities and outposts can not be built within a monster lairs ZOC. The monster lair must be eliminated before cities and outposts can be built there. The game should start out with a monster protecting the lair and every x turns the monster lair would spon a new monster. The newly spawned monster will wonder within the monster lairs ZOC and will attack anyone that enters the ZOC. The original m

24 Replies 14,585 Views