first of all in pvp there are no crits thnx to resilience(or their damage highly reduced i dont remember) second its a different approach, its not lucky crits but its sustain crits, the crit chance is very high, for some classes and certain abilities can be much more than 50% then its no more rng also you have to remember wow combat systm is based on giving MANY hits rng is when you have 1 hit that means dead or alive, like xcom (at least early g
ddd888
dsraider idea its great but not working now because that would destroy ai, since we have no multiplayer the game only matters if ai can play it, lets hope we get some ai tool too someday, until then unfortunately big changes need to work in conjunction with ai, atm ai would be slaughered if lair guardians would attack cause they dont care enough, and place cities too close to lairs even if this is solver then the problem would remain lairs too much aggressive ca
ah i forgot one important thing why would they make such a RNG game? early game is the party of oneshots, its so incredibly bad that you have low chance of doing something massive, you miss n shots and then 1 shots the whole enemy this is so bad same with criticals, why make in the 2012 such a crit based game plz developers of the future understand this: *CRITICALS ARE BAD* criticals shots is a mechanics of '90s its old and b
[quote who="joasoze" reply="27" id="3251385"]This game did a One More Turn on me until 0300 last night. I got three hours of sleep before programming work. Stay away ppl [/quote] the problem is this feeling lasts only until you discover the many many flaws of the game dont get me wrong, im still playing it but its not so fun anymore, its just depressing cause it "could have been" but its not it inherits the usual firaxis problems, its clear the total lack of serious be
or just make the champions non killable :P or make the killed champions respawn with a injury like someone suggested some time ago
well monsters by definiton dont have a human brain and so dont have ai :P its like saying a snake shouldnt poison who is immune to poison, you attack the snake, he just defends himself with what hes got if you happen to be immune to poison well... good for you
[quote quoting="post"] I know it's too late. I know when release is. I know the gameplay that is in is all the gameplay that will go in. I know the most recent (unreleased) changes make it so that the initial spellbook choice matter more, and the number of shards you have matters less. But this business of shards needs one last appeal. Right now, any shard's a good shard, because of the mana. But I don't change my map taking stra
yes i made many skills work with weapons it needs some work though you need to add a hidden stat to that weapon for example and then use it as prereq for the skill using specific kind of dmg didnt seem to work properly last time i tried you get wierd results when adding cutting dmg to bows or maces etc but you can discuss all this in the modding area :P
[quote who="Heavenfall" reply="2" id="3249043"]I think isranged causes the spell to use accuracy vs (dodge+dodge vs ranged). Why not just give path of the mage some crit as well?[/quote] well usually mages are supposed to have big base dmg spells and aoe etc there is nothing really against spell crits but then the system should be different many low cost low dmg spells for each fight for example so that a lucky 1
yes that would be good, its easily moddable though
same as HF, scaling is there, indirect but its there and in general mages are scaling too much for free
nice, local resources are interesting, many things are doable with that maybe some magic tower shooting in the area or ammo for city defenses
but if its a resource then the city would allow to build, but everywhere you need to put a requirement somewhere
[quote who="GFireflyE" reply="12" id="3247793"] 3. Do you feel like the Faction AI is getting a free pass with monsters? No in the very early game, as often a monster wipes out a faction. Yes after season 20, AI don't seem to be touched. [/quote] this is not caused (at least the times i checked) by monsters attacking but its caused by ai not placing first town and wandering alone and eventually dying
1) yes but this is mostly caused by the ai free pass, towards player they are 90% ok imo 2)no in fact they are too weak ai IS getting a free pass, we all checked so many times and its proved i refuse to answer a question when its a fact and cant be in a questionnaire for a poll 4) yes i usually build cities even if i know in N turns they will go down because cities are too op and there is no downside, having reserach and gold for N turns is still better than otherwise<
what about mages? 25% attack and defense doesnt prevent 2 mages from aoe shoting all the enemies
imo slaves should be cheap but NOT customizable... you pay less and can produce a large number of them but you cant make them really strong they are stupid peons after all also like others said, this is mostly a weakness of ai/city defense not really a 100% slave problem
how can unit size kill the immersion ??? i dont get it...
yeah im in favor of fire being the main school for direct dmg while death more about cursing, dots, lifesteal etc but as of right now dirge and contagion just annihilate the battlefield even if the mana is higher its still similar to casting n flame darts
yeah early game its not much worth the mana but as resoln you have access also to multi death shards making those spells scale too well as the game progress there are cons too ofc, after last patches they have so few hp...
[quote who="seanw3" reply="76" id="3246630"]I wish we could get money for attacking caravans and then double it for bandit lords. That is mod logic though. For the vanilla, Bandit Lord just needs some early power so that fighting monsters on turn one is very easy. Being able to kill tough beasts early has multiplicative effects on the whole civilization. More Sov levels means more prestige means more city levels means more research means better tech means wo
[quote who="Darksomen" reply="47" id="3246758"]I do not know if this is possible i do not do any modding but how about just make taking over a city trigger three tactical battles. First battle for the walls second battle for the courtyard third for the keep that must be run right in a row and if you do not make it through any part of the 3 you fail at taking the city. The defending city would only have the troops in the first two battles that you research through a tech items but th
[quote who="Lord Xia" reply="22" id="3246678"]The problem with those other spells isn't that Blind is so OP, it's that those spells suck. Although Curse isn't too bad. That can be pretty handy. and Without blind, Death becomes a pretty shitty path. It's worth having blind because I have no access to healing magic. Nerfing blind would really put the empires and death magic at a disadvantage to life magic, in my opinion. [/quote] &
i have discussed the point in another thread i have nothing against a check each turn at all but from a logical point of view its just a fancy overcomplicated way to make a fixed duration make a fixed duration tied to spell master/res or spell dmg and you obtain the SAME thing just with 90% less code and lag and mechanic understanding and needyness to balance 10 stats also in the end you let the actual main problem persist: a good mage ca