luketan

luketan

Joined Last seen Member # 3923516
6 Posts 303 Replies 9,120 Reputation

First thoughts 1) Way too little summon spells. Why isn't there a summon spell for death or Air or Life? Why is Earth's so funky? Don't quite see why Shadow warg isn't death's summoning. 2) A lot of the spells have no path requirements! In fact the most powerful ones like mana blast, mana shield, Pariden's Return (summons titans) don't have it! That's really odd, I don't know if they are offered by q

10 Replies 20,605 Views

I have classified FE 0.86 spells into MOM cataegories of spells (refer to manual pg 39) Do note that its rough, you can quibble etc, some of the tactical creature enchantments that affect a lot of units negatively like horrific wail can be combat spells? I followed MOM examples where combat spells = damage spells, healing dispel magic etc.. but doesn't seem consistent. Under MOM convention, "Special" includ

10 Replies 20,605 Views

I like the idea of a "mana casting skill", MoM had something like this. If I have a high level magic using champion he should be able to channel more mana per tactical combat than any champion who is going the warrior route. Yet another way to differentiate champions using different strategies. The sovereign being the source of all magic, would have no limits, which is good for answering the question "What is so special about the soverign?" - besides some technobabble ba

24 Replies 13,788 Views

[quote who="joasoze" reply="93" id="3128286"]I can see why they stripped stats. What is the use of constitution if it only influences hitpoints. Why not just change hitpoints directly instead of increasing constitution to get more hitpoints. [/quote] That was in fact the argument a long time ago when it was announced elemental would be RPG party LIKE WITH Stats. It was something unique to Elemental that MoM or AoW did not have, I personally thought it was an interesting idea but

182 Replies 529,545 Views

[quote who="Kongdej" reply="5" id="3123861"] oh, and i second the idea of having a way to remove injuries, either during lvl up or some powerfull spell. you,ve got curse city which can't be undone, celerity destiny's blessing, why no "fix hero?" [/quote] Yes game is quite light on healing spells, not sure why.

12 Replies 15,494 Views

+1 Summoner needs to be a viable playing style instead of just blasting direct damage! More summon types please, if you can fight it, you should be able to summon it. Or maybe a quest you need to do before you can summon each type. Ability to cast multiple summons of the same type (restrict by cool downs, traits whatever) That's the other thing about magic in FE, besides being weaker than melee is incredibly

13 Replies 23,565 Views
Reply to The anti-magic in FE Beta

The name anti-magic is unfortunate. It should be meta-magic. [quote] but wouldn't most people playing this be doing so to have a fantasy war of magic? I mean the name, the MoM background... all these things make this different than Stronghold or Total War... maybe a mod for your idea would appeal to people, but for the main game, I prefer magic to be magical. [/quote] Well.. Given that this is a war of magic (well at least the orig

11 Replies 45,935 Views

Honestly, the credit can go to whoever, I don't really care (I don't live to be buddies with SD peeps and I know they don't care about me either beyond the fact I preordered). But it has being stated several times that FE is Derek's vision and while it is foolish of course to say it's all him and everyone else is not lifting a finger, but given the differences between EWOM and the typical SD game, I would be shocked if the major difference isn't him. And for su

104 Replies 378,477 Views

"Champions are automatically able to cast spells. What makes the sovereign special – as a channeler – is they’re the ones with the ability to derive mana from the shards. All spell casters use the global pool supplied, ultimately, through your channeler. The bottom line, lots more magic being thrown around." I agree with decision to remove imbue. But this line is just a description, no game effect except for shards. Logic wise is also a

100 Replies 250,448 Views

Funny the amount of bashing against MOM which is what Elemental aspires to. In many ways the debate here is between 2 types of players, the OP is all about competition/winning (I wonder how many games he played?). While most MoM fans are about *experience*, exploring different fun options etc. Microprose games, MoM, Moo, BotF, Civ etc were about the later. Honestly, StarDock is a very different kind of company from Microprose, just compare Galciv series vs Moo. T

104 Replies 378,477 Views

[quote who="taltamir" reply="16" id="3069929"] Quoting luketan, reply 15I understand you well enough I think, I see you are engaged with people who are arguing that melee is even stronger hence no need to fix magic system which I think is clearly missing the point (Melee being even stronger is besides the point). Not at all, we are arguing that melee is even more broken so nerfing magic for being OP is not desirable at the moment. If "fix the magic system" means "ne

19 Replies 7,051 Views

[quote who="taltamir" reply="41" id="3069921"]You know, the core issue I think isn't that armies are weaker but that armies are impossible to field. The mage vs melee sov issue is a bit more delicate balancing issue than that... but in both case a big issue is that level matters. For all creatures, level gives huge big massive bonuses. A dragon is a tough opponent because its a high level, not because it has higher constitution or strength (base amounts are irrelevantly small).

68 Replies 144,626 Views

Thanks there are a lot of issues here..I see on the forum many people are arguing at cross purposes due to this To be frank ideally I prefer this Champion using strategies should be stronger than unit using strategies say 10-15% more effective , cos I prefer champion based games Magic champion using strategics should be stronger than melee champion using strategies say 10-15% more effective , cos I prefer magic based games I am not taking in

68 Replies 144,626 Views

I am reacting to this [quote] My personal preference is dumping the mana system in favor of a cooldown system. Mana has lots of nostalgic ties, but its a pretty shitty system for balancing power, as it's exceedingly binary. You have mana, you cast as much as you want. No mana, you can't cast anything. [/quote] Pretty shitty system for balancing power is pretty strong words. You make even stronger comments on how it's impossble/tou

19 Replies 7,051 Views

[quote who="Mtrixis" reply="53" id="3069897"] Quoting taltamir, reply 52 1. Each spell still wastes your turn. 2. By wasting your feats on cost reductions you missed on boosting your combat. Which means you cannot as easily slaughter everything via melee. And yes it is WASTING feats. If you think casting spells is a waste of a turn, I'm not sure what to tell you. We'll have to agree to disagree It takes two feats for cost r

77 Replies 173,278 Views

[quote who="Galactic Hunter" reply="27" id="3068313"]Agree completely with: *Experience should be shared between the sov, champs and troops involved in the battle. The current system is a bit mad, and tends to support the idea of taking people along for the ride, because they get FREE XP, just by watching. *One hit one kill A significant change to the combat system, but would give even better value to larger units and trained troops. There could sti

68 Replies 144,626 Views

Summary 1. AI sucks so you can kill it with pretty much magic or melee champions or units or pretty much any tactic. Cos the AI sucks, *every* tactic looks overpowered and you can just focus on 1 or 2 things... Btw this is true of almost every strategy game, it always makes more sense to specialize in one thing..and ignore the rest.. 2.Magic seems to be quite weak earlier but mid-level (with right traits + items) or late in the end, you can wipe out the enemy cos the AI is wea

68 Replies 144,626 Views

[Quote] I am as well - I'm raising this point because its currently no fun due to being so imbalanced that it removes any sense of challenge or satisfaction from playing the game. That's uh, kind of a problem [/quote] Believe it or not MOM is worshiped as a classic but It's hardly balanced and the AI is weak. The fact MOM is so worshipped tells me there is a fairly large amount of players who want to cast cool spells

19 Replies 7,051 Views

[quote who="wwwolf123" reply="49" id="3069827"]You're not getting my point here - I can cast any of those spells for 1-2 mana due to cost reduction. Affinity + Path of the Mage + any caster item and any concept of mana balance goes right out the window. That's ignoring the irrelevance of tactical mana costs once you're past a certain mana threshold anyway, as there is no limit on the amount you can spend in one battle. [/quote] Again, what's wrong wi

77 Replies 173,278 Views

[quote who="Mtrixis" reply="47" id="3069805"] Quoting luketan, reply 46 Quoting Mtrixis, reply 10 Quoting Sarudak, reply 9I think what you don't like about it is the very thing that makes it an interesting mechanic that forces difficult decisions... It is very much not this. Once you get into the midgame, you have functionally infinite mana for tactical spells unless you're wasting mana on the (useless) overpriced strategic level spells. &nbs

77 Replies 173,278 Views

[quote who="mqpiffle" reply="4" id="3068372"] Quoting CdrRogdan, reply 3 I would lean towards removing the mana component for tactical combat entirely Again I disagree. A few balance passes could easily iron things out. I don't condone changing the system in this case.[/quote] I agree with your disagree. Crazy to remove the mana system. The cool down system sounds fun, but just based on that? Plenty of problems with that as well. </p

19 Replies 7,051 Views

Disagree abt one hero per party. But definitely dividing XP should be in. Champions are powerful and can wipe the map when correctly leveled. But that's the fun part of the game!

10 Replies 4,409 Views