you dont have issues... PLAYING as a mage? i dont understand if you guys got the point im not trying to play regular games abusing broken game mechanics im trying to roleplay the game as it should be played meaning if i use a mage i ONLY cast with him, like it should, i want to cast HUNDREDS of spells, and only that ofc in normal game where you just try to win you put a sword and a plate on a mage et vo
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try earth elementals, they are the best as starters, 6 hp regen per turn and full hp after a kill but on level up they are pretty bad, only 4 hp per level but no dmg/defense meaning like every other summon around midgame starts being useless i always kept 1 earth shard for him b4 changing to death
[quote who="Glazunov1" reply="9" id="3210479"] none of her schools of magic are any good mid game(well not her problem just as usual only fire is viable in the actual game) Perhaps I am misreading this, but a truly great, repeatable battlefield tactic is to cast Growth on one's melee types, and both Slow and Shrink on one's enemies. I'm not sure how this is in accord with your comment about fire being the only viable element in the game.[/qu
[quote who="CdrRogdan" reply="7" id="3210429"]Altar is good! You did not even use altar's defining trait - summoning quests with his scroll and completing them for prestige. I had all my cities maxxed in no time because of this and the horrible rng for item rewards wasn't a factor because I had so many quests to complete. Admitedly I did not use his special champions either, but you should really be trying them out before making such an assessment. [/quote] <
[quote who="Madcatter" reply="5" id="3210346"]I've been playing with a modded Summoner profession that grants the caster's Level as a bonus to any new summons instead of a flat +2, and it seems to work out rather well. The summons + caster are at least on the level of my earth/life/air warrior builds. Might need to be reduced to +1/2 Level but it's better than paper summons.[/quote] yes i think this is a good option, maybe 1 base level of the summon for ever
[quote who="seanw3" reply="13" id="3209176"]I would bet that the devs are still testing the outpost game mechanic. They probably want outposts to allow a very small army to be able to hold a choke point more effectively. Perhaps outposts will get natural defenders at some point and less drastic bonuses. I think +3 to attack is better than +25%. It scales way too high in the late game.[/quote] yeah but i dont see the light at the end of the tunnel outposts still
yes i agree flame dart should scale much much less like the suggest you proposed that i like
[quote who="Supreme Shogun" reply="1" id="3210100"] Interesting analysis. I am just going to bring up Ceresa, while binding is mention I did not see anything about the spiders. Their deal is to make sure nothing moves by shootingi webs. Then the casters or Ceresa nukes or shoots everything up. Who needs armor if they can't get to you? That's the idea anyway. I've not tried it extensively but it pretty good early on. [/quote] <p
here is a detailed compendium on all sovereign and their strenght/weaknesses and playstyles i based my evaluation in different phases of the game (early:lvl 1-5, mid:lvl 5-10, end:lvl 10+) using the more intuitive role playing way of using them LADY IRANE role: ranged assassin skills: -hunter is a good trait, help her early but becomes less important mid and end game -tarth blo
tbh i always use dense monsters :D thats the point of the game imo surviving a wild world but as said in other thread they do need some rebalancing
[quote who="seanw3" reply="3" id="3209797"]Overall, the question we must be asking is how does leveling a city further specialization? The current levelup options are unfocused and feel scattered about. [/quote] yeah thats the general feeling but its also a quite new thing so we can expect balance in the next patches i think
[quote who="Wizard1200" reply="6" id="3209765"]I think magic is not overpowered at the moment, but not balanced and the damage scaling is the main problem.[/quote] yes [quote]Spells should be useful without a shard, without the warlock profession and without the path of the mage,[/quote] ehm no? why would a mage cast powerful spells without ANY of those? :D but yeah id like some more power naked and a lot les
i still think initiative penalty atm is not enough my view of mage is that they should have some spammable low attack thing to do right now stardock seems to think opposite, they gave mages huge nukes that destroy whole battlefield so imo its pointless if they wait 1 2 turns more to cast, when they do they just wipe everything if mage was more spammable kind of fighter than initiative would be much more worth and may
[quote who="Wizard1200" reply="3" id="3209234"] I have just won a game (medium map, hard difficulty, standard settings) alone with a mage Sovereign that uses fire spells (flame dart, burning hands and fireball) and water spells (slow and blizzard). With the Pariden improvement, the meditation spell, three conclave cities, one earth shard and two water shards i got around 20 mana per turn and with a high initiative a single blizzard wipes every enemy off the map for 22 mana.<b
[quote quoting="post"] Balance Issues Conclave (Level 3) [/quote] 100% agree [quote] Town (Level 3) The +50% idle bonus is not very intuitive, especiallly since you won't likely see it's benefit until the city is much larger, making it a poor (albeit good for later) level 3 choice. This should instead be replaced with +1 Prestige from level 4. The +1 gildar per grain is nice. +1 Hp per grain for trained units in
[quote quoting="post"] Could we have a good choice of balanced wizards' staves? The other thing is a weapon, I'm usually forced to get a mace or sword early in the game to do decent hand-to-hand damage, as the staves are really weak... [/quote] yeah its a lot we wait for good mage weapons its not hard they just have to be -2h to make mages less tanky -low dmg ranged attack for waste turns or mele
yeah i think adventurer guilds should be either - buildable in every city - giving every city the bonus - giving every governor champion a good bonus also like everyone said governors should take very small xp for just staying in town and some more xp for governing
[quote who="mdonais" reply="1" id="3209599"]They really benefit from being split up, which means basically every hero needs to stand on his own as tanky dps. Making a support hero or a pure caster is generally bad because it means he can't solo stuff easily enough. There are exceptions of course, but in general focus on just one or two heroes per group, maybe two groups patrolling, if you get more heroes have them stay in towns for defense and they give an unrest bonus for free
[quote who="seanw3" reply="9" id="3209171"]It would make more sense to have bows do less damage overall and have some ability to ignore armor. As long as they are doing 2-4 damage things can be balanced. If enemy units are not wearing armor until after I get bows, that is bad AI. There needs to be a use for bows, but also a solid counter. Mounted units are the natural counter so far, but you never see the AI use them. If I am Tarth, I can't hit a damn thing when the enemy uses Belt of Pre
well the main idea is that if you are superlucky and get a druss blade at lvl 3 its not game over already but yeah someway its pointless because the game should just not have that rng allowing to find top weapons in monsterless crates and should be possible to use items if you adopt a different strategy like defeating a boss/quest with a huge army or something but a sovereign not really high lvl
[quote who="DsRaider" reply="28" id="3209333"]The real problem here is not how tough monsters are but how random the actions of the monsters in game appear to be to players. I find the world to have already been nerfed into oblivion now. Except dragons I usually just kill every monster and lair in the game with a single champion. The militias in towns can easily deal with 99% percent of wandering monsters. So you never have to garrison towns against monsters .Umberdroths and freed lair guardi
[quote who="j_wl_b" reply="16" id="3209302"] I understand where you are coming from but I still like the idea of building armies, conquering wildlands, opening up that territory, and expanding your empire into that newly conquered territory. There just isn't anything quite like utterly destroying a bunch of monsters, taking their stuff, stealing their land, and expanding your empire.[/quote] but i like that too! its very cool as its cool the idea
you guys are really starting to complicate things too much [e digicons];P[/e] also this is still a random world, its not final fantasy where you have to get your own boss to farm and loot you have to adapt to your surrounding, if you dont find wildlands for hundreds of turns its likely someone else had already... maybe going there is not wise and you have to play accordingly, maybe rush an army and attack etc etc
[quote quoting="post"] Founding new city must be a costly investment from a player compared to outpost. Similarly, conquest of someones city must be much more difficult.[/quote] totally agree [quote] City defence must be stronger, either by stronger militia or high default bonuses for stationed units.[/quote] i think militia should be much stronger not bonuses cause sovereign+b
yes but not being an exclusive is the problem my tank mage can still cast whatever he still get bonus from exploration and shards etc probably you got the point a bit wrong im not saying mages are weak , im saying i dont like being forced to have them warriorish, id like a full mage wearing cloths with no armor but some bonus to spell damage or initiative or something only the few rare items ar