Nehanski

Nehanski

Joined Member # 3820347
7 Posts 62 Replies 175 Reputation

[quote]a) More items (and items diversity); I just love finding treasures; but a bit of diversity could help here[/quote] this I can agree with [quote]b) The early game toned down just a little - not too sure of a good way to address this issue; maybe placement not in a corner or something.[/quote] my experiences are different - if you start in a good spot (=at least 3/4/2), the early critters are a cakewalk, and with leveling as quick as it is, you breeze t

3 Replies 1,827 Views

To be honest, monsters should strengthened even without applying tweaks to attack. The early game mobs like bear cubs, rocklings or mites are laughable. What's the point of having a creature that can be beaten by a fresh new level one hero without any scratches? Monsters, even - or especially - early ones, should not be a walk in park AND they should be much more aggressive. If every fight meant serious trouble for novice heroes, maybe we would be seeing early units more of

60 Replies 184,423 Views

Indeed, starting casting the Mastery spell should work like in the original MoM: every other wizard gets to know about it and wars are declared automatically.

8 Replies 5,152 Views

* There seems to be a problem with the number and quality of some monster squads. Eg. Attack a group of Mites. Three squads appear all with 5 units in them. 2 of the squads have 9 hit points and the third has 57. This happens with some other monster stacks as well. maybe the last squad was simply on a higher level? i saw just today a pack of lvl1 wolves, with one unit having third level and obviously more health.

6 Replies 2,823 Views

Shame there's no random item generator in FE. Seeing the very same items for the nth time is not exactly a pleasant experience.

14 Replies 8,536 Views

Lowering only Initiative won't help when the other guy still won't be able to deal any damage. Incurring a penalty to speed (-1 for heavy), accuracy (-10/-20?) and making dodge somehow more viable (or maybe upping chance for crits and making them penetrate armor?) may create a situation where fielding an heavy-armored offensive army is not viable.

60 Replies 184,423 Views

Armor bonuses (or mechanics concerning damage mitigation) definitely should be toned down, while damage scaling with weapon technology should go up. I wouldn't mind +attack on level-ups rather than only +HP.

60 Replies 184,423 Views

Overkilling restriction for heroes (max one man killed normally + some skill that extends the limit to 2 or 3 guys) plus slower leveling plus tougher early mobs should fix this problem right away.

39 Replies 11,006 Views

It's definitely too fast. Super-quick leveling coupled with passive, weak monsters means that heroes get imbalanced real soon, and normal units lag behind.

38 Replies 13,665 Views

I'll just quote myself: Population being a completely worthless resource is one of the biggest disappointments so far in the beta. Why do the devs hate it so much? It can fix a lot of problems the game struggles with, and fits the setting nicely. What's more important in a post-apocalyptic world than getting the most people around? I really hate the fact that currently positioning defines both food (which I can explain to a point, obviously terrain plain

66 Replies 466,055 Views

Population being a completely worthless resource is one of the biggest disappointments so far in the beta. Why do the devs hate it so much? It can fix a lot of problems the game struggles with, and fits the setting nicely. What's more important in a post-apocalyptic world than getting the most people around? I really hate the fact that currently positioning defines both food (which I can explain to a point, obviously terrain plains a big role in farming and herding, but it still n

37 Replies 100,253 Views

tl;dr version: Beta 3 is miles ahead of earlier betas, which in turn were better than War of Magic. However, there still is much to be done to make the game really good (not saying as good as Master of Magic, as the previous 20 years taught us: you can't top MoM). AI & DIFFICULTY LEVEL The early game is hard. You have one or two weak heroes an

0 Replies 1,857 Views

Thanks for the thorough listing. I decided to try it out, and it came off as mildly satisfying. The factions are indeed improved, and both periden and magnar look really interesting (especially the latter, a cool and atmospheric mechanic). The rest are still lacking, though I suspect (or at least hope) they will get the same treatment. At the very least, it's going in the right direction. I would still like some unique troops for each faction, but maybe I'm just not a fan of "

10 Replies 8,232 Views

I've played the beta in January or so. Found it much better than the overwhelmingly disappointing WoM, but still in dire need of improvements. I had two main gripes (and a couple smaller) with the game: level of diversity between factions (skin colour and two minor traits mean less variety than in Age of empires, and that one wasn't even fantasy) and banal, untactical battles. (here were my ideas for improvement) </p

10 Replies 8,232 Views

Yes, I meant exactly what Stmorpheus said. It was fantastically done in Master of Magic - you have a magic power pool, which can go into three things: spell research, mana generation (both obvious) and magic skill. If you put magic points into the latter one, you can use more mana every turn (on overland map and in battles). Of course Elemental won't use the exact same mechanics. However, controlling how much mana is available for casting is a nice way to balance out if magic is o

36 Replies 18,946 Views

Agreed. Fall from Heaven 2 (or at least its submod Master of Mana) had so many unique factions with completely diffent playstyles (just compare the giants, orcs and vampires) that it'd be hard to top that. But even ye olde Master of Magic had enough distinction to make it worth replaying with every race. Elemental seems really behind in this regard, even the kingdom/empire choice is, at least in the early game, purely cosmetic (and boils down to which champions can you hire). Most of my s

4 Replies 11,974 Views

my points: battlegrounds should be (much) bigger. Right now, cavalry units are able to reach an opponent in one turn! This should never happen, unless there's a unit with teleportation ability. It's especially important in larger battles. Make it so that foot units have to take at least several turns to reach a standing foe (maybe by cutting their movement to 1). This way, the battles are more tactical and don't evolve into a scrum, shooting units are

36 Replies 18,946 Views

Another great idea, which also shows that sometimes (well, most of the time), just copying ideas from those great classics is the way to go - this kind of terrain management was in Civs and MoM, two of the best games of this kind.

5 Replies 29,181 Views

Bows should inflict only 50 % damage at melee range In fact, I think bows shouldnt work at all at melee range. [quote who="seanw3" reply="8" id="3062120"]In the long run there will be another expansion. The devs have indicated that there will be no LOS in this version. Reading this post might give you some more information: https://forums.elementalgame.com/415575[/quote] okay, so no LoS. No biggi

36 Replies 18,946 Views

1. Factions still don't really seem to be very diverse. Slightly different starting tech, plus a couple 10% bonuses or non-raidable caravans does not diversity make. Here is what you need: - Many, many faction specific traits for units, tie these unit traits to faction wide traits so you maintain the ability to customize. For example, pick the "Powerful" (trait that makes the trog race unique) faction trait, g

4 Replies 30,016 Views

Agree with those points; but there's one more thing that I think is needed: the battlefield should be bigger. Right now an infantry unit can reach the enemy in two turns! that makes most of the positioning and ranged attacks pointless. Larger maps with different terrain and special tiles may make battles a bit longer, but I'd take longer and tactical rather than short click-fest any time. Add AoO and long range penalties and you have tactical bonanza. At least make it optional. <

36 Replies 18,946 Views