[quote who="CdrRogdan" reply="38" id="3239942"]Level 13 must have taken quite some time. Like clearing half the map.. And your saying that having 32 hp is somehow remarkably better than 28 hp? How does 32 hp protect you against stave units that ignore defense? ([/quote] they ignore defense but are (or should be, bug apart) defendable with fire/cold resist that in vanilla is so easy to get (i nerfed in my games by 4-500% all resist in fact) b
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[quote who="Emperorjarin" reply="23" id="3239921"] Support mages need more to do than just lobbing a spell or two at the beginning. Shorter durations to spells would also justify them being increased in magnitude, and make players like me spend their mana faster I would also like some sort of tactical dispel, even if buffs/debuffs are more limited in duration.[/quote] yes id like this version of support/combat mages, busy to debuff enemies, buff allies and
i dont get why you want an eternal rng , randomness should be removed from games its a 25% just means the debuff may destroy a warrior, if lucky or be useless if the warrior lucks a strong effect means the debuff works always, and its quite strong but for a short duration
you can play an offensive air mage quite well, storm early mid is utterly OP if you make a custom sovereign like magnar with air mage its pretty doable apart from this option air (like other school) like some real combat tool there should be 1 rank 5 and 1 rank 4 spell very good for combat maybe 1 strong party buff
no... the point of blinding is removing the ability to attack 5 % is nothing maybe start at 50 and slowly wear off, this i could accept still i think the best way is strong effect, short duration, but even a 50% and slightly decrease coudl be fine like 50% at start and 5 % less each turn
yes this is another serious issue, basically non tanks are always full hp (well being full doesnt help that much tough) anyway after playing a bit more i have to say lower hp hurt and helped to get a bit of champions balance maybe i would add like 3 4 starting hp
[quote quoting="post"] 2)The sovereigns the AI control break the rules of leveling. Not only he rules, but my immersion too. Some problems: *They usually look like clowns, mixing equipment without any synergy. A path of the warrior sovereign using robes that give spell mastery, a mage using heavy armor without Strenght. *They don't respect character while leveling. I never saw Procipinee leveling as a mage. She is always a warrior
[quote who="Trojasmic" reply="1" id="3238756"] quoting post 1) The tech that unlock heroes are a waste. By the time you unlock the higher level heroes, they aren't that useful anymore, as your own heroes are higher levels and have better stuff. And you still have to pay a small fortune for them. Suggestion: Keep only the Gildar cost to hire them and remove completely the techs (or make the factions have a limit to the number of heroes they could have, and make the t
yes increasing exp to champions on magic tree seems a good idea still its not what balance things because tree is just not really that cool anyway but its a start
you have my vote here
[quote who="MiamiBigAL" reply="76" id="3239693"]Okay, how about this logic: A very old game has managed to implement focus-fire AI, from a non-professional amateur modder with a day job. Therefore, it is safe to assume that it does not take a leap of faith to believe a professional game designer, 15 years later, can do at least the SAME thing. Note that the tactical battle systems of both games are virtually identical.[/quote]
its super strong now... you can really lock an enemy, even too much im not saying its super cool but at least it provides a different gameplay instead of the usual things
end game is not hp to make champions unkillable is dodge +resist+ armor etc few hps dont matter at all in fact i think it doesnt change much anyway, this seems a pointless balance change, whatever is fine to me im more in favor of sean view if i have to vote, i rather have a few more hp when things are not yet settled and when an unlucky dodge/crit/resist may cause a rng death by mid/end game you should have develope
yeah but swordmaster is the best :P also how much more dmg you want, you are a tank!
why would magic tree provide troops like other tree? it makes no sense, we already have a tier of magic armor and some weapons, thats more than enough rest of magic tree should be devoted to magic stuff, spells, providing mana, enchants, magic creatures maybe and stuff like that
but you get traits as defender if i recall correctly, 40% more dmg is enough once you get a decent weapon and some buff or you just call a mage friend to do the dirty work
what the point of having something casting a spell you already can cast yourself? would make elemental just very weak
[quote who="Kongdej" reply="11" id="3239510"]@ Sratner: You make an interesting point. The only problem I see is the haste/slow in this case, since if haste last lets say 3 turns, it also makes those 3 turns come faster, and that is kind of counter intuitive if you ask me, 20% quick turns for 3 turns = 60% more turn... that is not worth using 1 turn on. Slow on the other hand, will make the 3 turn duration come slower, but now it would only be used against already slow m
yeah but researching and building an alchemy lab without anything in civ tree is still too long and yet again the best way to get money and rushing buildings is still in civ tree etc etc
ok ty, the additional code needed seems to be about the same anyway or i might just cut the movement part anyway ai will never be able to use this advantage and will never be able to get abused by it so i might just not have it uhmmm
[quote who="juryal" reply="26" id="3239410"]Please fix the issue with Burning Blade. The AI players are able to stack it. Mentioned in these two posts: https://forums.elementalgame.com/432447 https://forums.elementalgame.com/432244 [/quote] it might be steal spirit i think ai loves this spell too much and maybe the bug is it can steal burning blade too? ano
yes that is the best possible combo, as soon as you have decent armor ... you are god :D too much op anyway
well if not it would be a pointless ability what shouldnt stack instead is chaos slow and normal slow, maybe
yup also it would be better to have aoe versions in case you want (and can) burn mana even more, so mass haste etc
[quote who="Heavenfall" reply="12" id="3239412"]It certainly is bugged, only one effect gets applied. If I put 1 it works, but that's not a solution. Time to go through my meleeappliesspell stuff and see if I need to change anything. Thanks for posting this bug. If you want a work-around, make the spell apply a trait instead to the target. The trait can expire after 5 turns, and you obviously don't need to worry about it sta