ddd888

ddd888

Joined Member # 3558148
74 Posts 1,182 Replies 15,697 Reputation

well since spell resist appear to be broken or anyway to be changed maybe its enough that when spell resist actually helps reducing dmg taken in some way to decide then int will be again good since it will be the counter of spell resist so basically 1 broken thing lead to 2 bad stats also int for champions is good for exp (im not totally sure it works btw :D but if it does... ) and eventually spell resist &nbsp

28 Replies 11,286 Views

[quote who="Stupidity10" reply="3" id="3092859"]Also you cant even resist mass spells, so resistance only protects from stat modifiers that target specific units Very underpowered It annoys me greatly that 70% of spells work on units that are "Immune to magic"[/quote] also dragons are not immune to fire, dunno if they forgot or is intended, fire elementals are ok

5 Replies 2,259 Views

maybe we have to wait when all the definitive spells are in game also there were many discussions about it and dunno why ppl seemed to not be full convinced of having dmg spell for each school low lvl right now imo fire is working nearly good water and air so and so, they are good support spells imo but early you cant win fights with only haste slow water elemental is weak (maybe a bug? ) death is so and so early, useful bu

28 Replies 11,286 Views

well for example in the current game im playing i have 10 !!! champions my stack only support 7 atm and so im wandering with those and leaving 3 in a city all time at this point of the game i have left only 1 big war with the dominant faction and the high end quests were sub par champions couldnt survive

10 Replies 3,684 Views

well apart from governors that should need a few touches i think the building is quite good you dont have to see it as a mean to reach lvl up but as a bonus for when champions are doing nothing or waiting to defend for the small money cost its totally worth it maybe the only con is the long time to build

10 Replies 3,684 Views

if i understand correctly right now it only works against effects resistable and spells clearly stating they can be resisted (even though on enemy champions i seem to deal a bit less dmg maybe its some item or trait or spell dunno) anyway i think at least big monsters should have some way to reduce incoming dmg i fought a drak with 150 hp or so and he had 100 spell resist and with like 4-5 casts i could take him down, its not so cool tbh &n

5 Replies 2,259 Views

why would i run steam? are you kidding me? that shit program better stay out of my pc the more i can, its so cool to have a game without the need of steam and you want me to open it? its a joke right?

10 Replies 61,470 Views

[quote who="seanw3" reply="5" id="3092451"] Balance: The city needs better defense. City level should decide how impossible it is to take a city. Anything over level 3 should require some serious numbers and late game techs. A level 5 city or a capital should take an act of the gods. The ease of conquering is t

30 Replies 98,106 Views

[quote who="Aiel117" reply="3" id="3092443"] The catch is that HP is only of minor significance. Let's say I have 5 stacks of militia and they are level 2 with 24 hp. I get first strike and deal about 45 damage. The remaining enemies hit my units, and might be smart enough to concentrate and kill one of my guys. If not, I can retreat them out and continue with 4 remaining. Plus, even if one dies, it only takes 1 more turn to produce another weak unit.

30 Replies 98,106 Views

it all depends on what they want to do with cities IF (like i d like) they put heavy penalties for city spamming then i could go with defenders into outposts if not i dont really wanna defend all these cities AND all the outposts too

35 Replies 17,886 Views

uhm not really, archers should not shoot b4 you so if you think you cant wipe them its better a debuff or slow otherwise dmg is the best choice if you dont have dmg spells maybe haste on your ranged is good too or guardian wind never hurts i agree web on ranged is the least of all choices

4 Replies 4,247 Views

what diff you play to fight so many bosses? tbh i could never fight the battle ai always beat me or maybe im doing something wrong

4 Replies 1,192 Views

dont forget mana though last game i played i was going good but in the end i lost for lack of mana i had a full champion army but mostly magic based and no real tank so i had to summon often mid game until i researched the good army and by then i was sadly oom also 2 ai both focused on me and destroyed all my shard so in the end initiative made my champions party very strong but also not very enduring

12 Replies 9,456 Views

yeah tehre has to be a way to increas initiative a lot whatever of the above is ok but if the caster REALLY need to wait 3 turns while getting 2 attacks from opponents archer THEN fireball would be useless also now there is a not fotm imo: pandemonium its very very good spell right now, ofc it doesnt wipe an army but it half locks it, that cause it spam slow and debuffs to everyone and is instant quite good after the

28 Replies 11,286 Views

tbh i dont like multi school champions like you said its nearly impossible to level up all schools and tbh i like the sense of progression of having more than 3 steps to upgrade spells (i d love even more upgrade like the new summon trait ) anywyay i posted my ideas here: https://forums.elementalgame.com/418250

11 Replies 4,008 Views

i dont get why remove -6 initiative, that is also a good way to prevent a char to be both mage and archer that woulc be too much op allowing to do everything from ranged (and still with some drop bow its worth the -6 malus cause they do a lot of dmg )

218 Replies 399,221 Views

[quote who="seanw3" reply="1" id="3091762"]Fireball has to be used by a Fire Mage that is specifically leveled to use that spell. You need a very high Initiative to make it worth the cost and still relevant during a battle. I can cast mine in the first round with a level 7 mage.[/quote] yeah i still dont get how ppl dont understand fireball i did a deadly quest with packs of figures with 100+ hp and high defense/resist and normal casts would cut 1

28 Replies 11,286 Views

[quote who="Tasunke" reply="19" id="3091562"] What is the AI's alternative though? (I suppose it would be to move until 3 tiles away, so that if you were to move to attack it, a slightly greater chance that your unit would get surrounded?)[/quote] well in some case yeah, best tactic would be at lea

33 Replies 18,902 Views

[quote who="Tasunke" reply="17" id="3091543"]ultimately someone has to do it or the game stalls out. If one side has more archers, it forces the opposing side to move across the board as quickly as possible.[/quote] depends on the composition if both opponents has 2 archers and 3 melee lets say archers will shoot each other and so end up with reduced dmg so its still the main move of the game not allowing the o

33 Replies 18,902 Views

[quote who="Tasunke" reply="14" id="3091524"]It wouldn't be an issue if all melee units had 1 natural counter attack. [/quote] yes and not after 1 attack you could die or with figures first attack would do 50 dmg and counter 20 but still the point is WHY ai should do a bad move? moving in a tile that allow an opponet to deal first attack is a bad move its not a game mechanics is jus

33 Replies 18,902 Views

[quote who="Tasunke" reply="11" id="3091424"]Really you don't need armor until facing archers ... (if your soldiers are numerous enough, that is). For as long as you can get at least one attack before you die, the mooks will eventually win (Archers take melee out of the equation, thus killing mooks before they can even attack ... this is why armor is needed vs archers)[/quote] well this happens for the already debated problem

33 Replies 18,902 Views