well dense is much much more fun but yeah right now its not balanced
ddd888
Earth tier 1: Enchanted hammers - just too strong Lower land/raise land - dunno really Nature's cloak -right now useless because the world does nothing magic, spells are so weak and ignorable you dont need any res ever, potentially can be too strong i think, once magic is powerful and you fear it having such a high % reduction for such a low cost seems just plain OP Earth tier 2: Stoneskin - good but not op<br
[quote who="seanw3" reply="30" id="3220757"]I would bump unit XP to be 75% of hero's XP instead of 50%. I would also add in some more XP needed to level early on, as well as later levels. Increasing the Exponent factor by .2 and the coefficient by .5 in the leveling equation has been good for me. I would like to see levels past 10 take much longer to get, but also have more powerful traits available. Really Wildlands would be more needed if killing bosses was the only way to get higher le
[quote quoting="post"] Half the fun of playing the game is using your sovereign as a mage. Magic plays a core role in the game. But only one out of five specialization paths really focus on this ability. That seems like a waste. I propose two mage paths: one with reduced mana cost and increased damage. And one which allows you to cast two spells in a round. Note that this is a high mana drain path choice. [/quote] n
[quote who="Heavenfall" reply="6" id="3220415"]I'm actually fairly satisfied with the mage gear in the game right now. There are a few strong robes that reduce tactical mana cost by a lot, and I've seen a staff around with spell damage and some other stuff. I think the danger of having to fill every slot with a mage item is they'd be terribly diluted in power. Instead of having 2-3% less mana cost in tactical per item, why not just have a robe with -10
Air tier 1: Evade - very good, decent as starter to help reduce dmg taken a bit and a must mid and end game once you have a strong tank, maybe in need of a small nerf, because dodge can stack too much in game Haste - cool spell, helps in many situations Air tier 2: Aura of grace - very low cost but usually you dont need it, anyway its too specific and fit too much the actual meta Guardian wind - p
well you have shadow warg i think as ceresa and she has all the shard summons too i dont like tbh having N tactical summons because you ll end up using just the strongest and so having many spells that just lag better 1 summon per school that scales better with the right traits also it mostly depends on how many spells the release is gonna have if its nearly what we have now i dont think wasting so many on summon is
well the lack of a single target "something" hurt early ofc in the actual build there isnt a early because lvl is too fast and monsters are too weak but if you think at the past, death didnt work enough against big things once a dragon resist 3 times a curse/blind you are probably dead and life drain is not enough to nuke its really impossible to talk about balance in this build, everything is too much screwed up
yeah quest is hard to balance but anyway need to be much much much harder but really a lot
lol surely not teleport deliver items i dont like tbh defense bonus in friendly territory is ok imo maybe id prefer to have it from a tech maybe movement i dont know there is a deep core problem here about it civ5 solver it making cities attack so you cant dodge them in FE instead there is too low penalty for dodging cities and going straight where you want, removing penalty for defenses maybe c
i dont get them 1 champions has 100 dmg he attacks 1 pack with 10 creatures with 10 hp each each attack deal only 10 dmg and kill just 1 creature? for each trait "multiple x" he would do x times 10 dmg but still capping his dmg against multiple?
lol absolutely not already spells hitting multiple is too much and is not so fantastic mechanic, even traits for melee??? they are op as they are maybe id consider it ONLY for dragons and bosses
[quote who="Kongdej" reply="3" id="3219156"] And blindness should not be half the targets accuracy, I think it would be better designed if it was a fixed amount Blindness, Cost 8 mana: Reduce target's accuracy by 10, + 5 per death shard. (To fit the current scaling).[/quote] ah yeah i forgot, many death spells need scaling, they really do need it blindness is cool like you propose, even curse could be 1 turn + 1 per 2 death shards etc etc
i love -champions/sovereign development -bosses and their lands (as a concept more than as a function) - cities when they get reduced in number and balanced in their improvements i hate - magic, sovereign magic is improved but still lacking a bit of balance and coolness, but monster magic is just bad and boring, i want a world alive and magically scaring, i need to fear to face a shaman, an elemental, a dragon, i want them
Death 1: Beserk quite useless, low mana but also not so much good Wither - so and so, need a small buff to be good, right now the debuff is too weak even if the cost and everything is not high, i just dont bother casting most of the time because it doesnt have a real impact Death 2: Blindness - VERY op, the best death spell Curse - very good idea, i like more short duration debuffs then everlasting ones, st
Life 1: Courage - so and so, need a small buff Paragon - bad design, just dont like it even if can have a purpose, but dont see this being ever balanced Regeneration - good spell Life 2: Aura of vitality - decent but not dunno, i dont really need ever early game, its rare to spam troops that soon Heal - decent spell, once support mages get more love this can work, right its always best to nuke w
bosses (and many monsters too)need.. MAGIC we dont care of magic defense because there is not 1 single strong and dangerous spell in the game there are so many traits and items focused on magic resist but nothing that require really that kind of effort dragons should do FIERCY breaths (like 50+ dmg aoe), large elementals should cast the strongest element cast like fireball and blizzard etc and so on and bosse
[quote who="joasoze" reply="1" id="3218760"]The problem now is not that they are useless, but the fact that the monsters are so tame. You dont have to defend yourself, but can walk around and level your heroes. [/quote] also exp has been unbalanced and is too fast ofc now champions are too strong and in general i feel monsters are too weak you just farm them, while you should be
the solution is easy right now 2 problems are live 1) unrest is totally useless, no one ever has unrest, no one ever need to build antiunrest improvements 2) cities need to be reduced DRAMATICALLY combine them et voilta' just make every new city add+ X% unrest it will stop the city spam and give a meaning to unrest reducing buildings still need to address pioneers spam for outpost though
[quote who="cattess" reply="13" id="3218383"]One thing I have noticed is that henchmen in particular seem to gain XP and levels at "too" rapid a pace (for my tastes). I have had Henchmen gain 4 levels from sitting in the back row in a large army taking down a pack(?) of trolls...and in a few battles of just hanging back their HP are up to the 60 range and they are elite.....seems too easy/quick for me.[/quote] yeah they get easy exp too but... dont forget they com
[quote who="Valca" reply="2" id="3218020"]Looks like a case of "you can't satisfy everybody"... What about a world setting "XP pacing" that would make XP progression more or less quick?[/quote] its not a matter of satisfying because its not personal taste right now exp is too fast and unbalanced xp cant be choosen because it HAS TO be balanced based on many other settings, anywway i would have nothing against 1 more option b
i had bugs trading items to henchmen few items disappeared also as general gameplay i dont get how you guys can have them early ok now the rech is fast and i like it but still the cost is high unless you luck with cities it takes a while to get one but later on they get better and better with new exp (too fast in last patch) they can catch up soon anyway i still think they should be much faster to be trained so you start us
i like how its improved from old betas where you hit too soon a bottleneck but right now you never stop you level a slightly bit too fast early, keep leveling with low monsters and dont stop even at 20+ also maybe traits adding party bonuses to exp should be nerfed a bit right now at 25+ just 2 drakes or 1 hard quest is more than 1 lvl its a bit too much imo imo the fixes should be -slighlty bit less exp from low monsters -smallis
[quote who="Heavenfall" reply="2" id="3217838"]I'm a bit "meh" about it. All they gain is levels, which really only matters for the units with several members. A dragon isn't going to be more difficult just because he got +4 hitpoints, +2 spell resist and a touch of accuracy.[/quote] yeah also now exp is definitely too fast but scaling with lvl in general apart from this problem is to be buffed a bit i think at least huge monsters
yeah i finish my game with proci and new leveling is veeery fast now i got her to lvl 24 i think (btw she is a weak mage even at that lvl lol ) proci 951 is INCREDIBLY OP, she was buffed in a unthinkable way lol apart from the empire being superior to anything new water elemental is REALLY strong combine haste+slow+frostthing from ice elemental and if you are facing a big solo monster he wont move and i could kill slags really s