ddd888

ddd888

Joined Member # 3558148
74 Posts 1,182 Replies 774 Reputation
Reply to City Defense in FE Beta

nice idea but i still think 1 of the main role of fortress has to be giving troops and eventually towers/bonuses to OTHER cities, way lower than the bonuses to his own defense ofc but they should improve others first of all there is too much difference and its too easy for a player move the army to the right place while its way harder for ai maybe some lvl 5 bonus could be a strategic attack similar to civ 5 cities, so its harder to go around fortresses

67 Replies 43,346 Views

you dont have time and mana to cast 3 elements spells they are too much you rather have 2 champions but 2 schools are more than enough to play well, and as soon as you hire lvl 7 9 you are guaranteed to have them all probably

357 Replies 610,851 Views

3 turns duration is just perfect and has no side effect no need to complicated things or as someone said some time ago you regain it over time, like 50% blind +10 per turn or so

39 Replies 13,293 Views

i play 1 game for each main sov to try balance and strategies each time the best imo is magnar, slaves are a quite innovative gameplay and i like ofc a pure mage power second choice is irane cause i like archers

20 Replies 8,621 Views

but spellboos after the second are worthless having many spells on the same champion is not useful 2 is the max worth taking for some multi school spell (but mostly cause they are OP right now) all those traits now are too much op and need balance

357 Replies 610,851 Views

tech IS required because like other said 2 guys would have champions too soon also its required cause lvl 7 9 champions are verypowerful and having them at start would make sovereign bad and would allow you to steamroll everything

35 Replies 104,855 Views

well its not aoe, its magic traits that should be nerfed (evoker path, warlock etc) after we have a balnce there we can evaluate if fireball and aoe is right or not even single target is too much you can 1 or 2 shot dragons too

1 Replies 1,532 Views

something that makes your casting free cannot be fine spell costs should be from 100% start of the game to something around 30 40% but obtained with MUCH effort not something you get free with a champion or starting sovereign

9 Replies 6,729 Views

[quote who="Lord Xia" reply="55" id="3245954"]Is anyone noticing anything strange about the AI sovs Gold? I played a game last night, proof of concept kind of game where to put Golem gear on a Juggernaut, where after 100 turns in Tarth has 15,000 gold while only on "Challenging" difficulty. I assume they are rushing troops, as they have nearly and endless supply, and after another 100 turns of me doing nothing but defending against endless stacks, they are down to 10,000

357 Replies 610,851 Views

[quote who="Wizard1200" reply="53" id="3245952"] Quoting ddd888, reply 52more like discipline +2-5 acc and spell resist hardy 10 hp and 20 30 % resist to poison brilliant +2-4 sp mast and 10% exp In that case they would not be worth one creation point.[/quote] i dont see why

357 Replies 610,851 Views

even though its 2 turn cast time cast time is so hard to balance because basically whoever can interrupt make those spells useless against whoever cannot interrupt its so op anyway fireball with 2 fire shards does nearly the same dmg in 1 turn less dunno i m not sure wail is so broken

9 Replies 6,729 Views

more like discipline +2-5 acc and spell resist hardy 10 hp and 20 30 % resist to poison brilliant +2-4 sp mast and 10% exp

357 Replies 610,851 Views

game is not supposed to be played without a sovereign and heroes they are part of the game, then it should be possible to develop different things but they still are are and have to be important

124 Replies 255,898 Views

you remember you need water 2 AND life 2? i think on level up it says that both unlock it even if you dont already have the other

2 Replies 2,386 Views

focus is the equivalent tactical also since there is a balance tag, mantle of ocean should be heavily nerfed i use 10% and its even too much, mana discount stack too good like other things as for another buff it cant be death, death is supposed to provide negative effects if we want a spell dmg buff should be like water air or water fire maybe death could have a spell reduction curse maybe

9 Replies 6,729 Views

well whatever client is reading files somewhere maybe make a search on your HD to spot some copy, remove all mod dir etc

12 Replies 3,870 Views

[quote who="stein220" reply="12" id="3245417"]dangerous enemies are fine, but their threat rating should reflect that. any unit that can reduce an entire, early army's hp by 80% should be at least a medium.[/quote] yeah but ratings have nto been balanced yet ignis are so high and they do nothing etc

14 Replies 4,450 Views

do you have the copy in the same folder? it happened to me too and frogboy explained it later in another post i renamed original file like coreblablaoriginal983.xml or similar but the game read all files anyway so you cant have the copies there

12 Replies 3,870 Views

[quote who="Wizard1200" reply="17" id="3245270"] quoting post Balance ... many great changes ... I think that the reduced shard scaling of the spells is great, but ... - the base effect of many spells should be increased to make them useful for all heroes: - Heal 8 -> 10 - Flame Wave 4 -> 6 &nbs

357 Replies 610,851 Views

[quote who="DsRaider" reply="7" id="3245265"]I think Coal Stones and Despair need casting times. [/quote] no that would make them useless coal stone is nearly good, i like it like that despair need a nerf, i made it 2 per lvl and most of all cold dmg instead of true dmg the point is that you can counter coal stone with fire res while there is no counter to despair which is bad</

14 Replies 4,450 Views

do you know what random means? its not like 5% for 20 rounds means you surely get hit also 1 hit in 20 rounds is very low anyway, a dragon should kill anyone but a full plated champion in 20 rounds

357 Replies 610,851 Views

[quote who="harmonius_" reply="13" id="3245188"] quoting post Balance You always have at least a 3% chance to hit a target You always have at least a 3% chance to miss a target You always have at least a 3% chance to resist a spell You always have at least a 3% chance to fail to resist a spell 3% is too small chance. Usually champion with 20 attack need no more than 20 rounds to defeat drake.[/quote]

357 Replies 610,851 Views