KingHobbit

KingHobbit

Joined Member # 4019918
41 Posts 716 Replies 13,233 Reputation

I still want to be able to select the default map of Elemental. FE should inlcude the option to play the map that has two main continents with the "hinge" in between them. I like the map and it would be fun to play.

12 Replies 8,115 Views

If you stack several when idle bonuses in the same city, especially the bigger ones, you can leave that city idle and use your other ones. Some of those bonuses are awesome.

32 Replies 12,748 Views

Some of this may have changed with the new build. I have not played a mage in the new build. Does your Sovereign get "killed" very often. Because that is a pretty signficant mana loss. Repeated deaths to a mage character starts becoming a downward spiral that is hard to overcome. Are you customizing or using one of the standard sovereigns? That being said, one of the best perks of the Mage path is Affinity. You get an additional 10% decrease in th

16 Replies 5,300 Views

[quote quoting="post"] First- abandon essence...it is subtractive not additive. Second. FIX known errors. sideways arrows and spells that do not work. And 3d models why dont they work? If you need me to bring my PC and show up at the office then we can do that but when I cant see my sov then i really dont have a sense of attachement with the game. third put stuff back in ---streamlining is exactly NOT the way we want to go. tech tree should be big and bushy and have

117 Replies 239,384 Views

I don't seem to have an issue with Mana. My issue with magic is that a Champion Mage is just as powerful and a Sovereign Mage. I don't think that is right.

16 Replies 5,300 Views

I would still vote Good. I only got to play a two hours or so, but I really enjoyed the game. I like the essence change for cities. The flow of the game was good. The art and graphics were good, and I liked the UI once I got fmailiar with the changes. I am looking forward to getting some more play time in. My major concern is still the Champions. I still do not feel any any attachment or immersion to the sovereign

196 Replies 716,583 Views

I think terraforming and some other spells like Curgen's Volcano, need to to have a casting time. Changing and haping the land should be an exhausting process. The current system you can cast raise and lower land on a whim. I like the spells and the concept, but I think they need to be tweaked.

41 Replies 27,154 Views

I would not be in favor of a hard cap. [quote who="Heavenfall" reply="7" id="3198874"]A larger accuracy reduction for every hit is my solution. -4 accuracy worked in the old game when accuracy wasn't a rough percentage indicator. I would say minus 10 to 15 accuracy per hit now.[/quote] I think Heavenfall's suggestion is more workable. Although I do think a minus 10 to 15 would make Maul worthless. If the deduction is a cumaltive -4 right now, c

16 Replies 4,176 Views

More of a question. Is it possible to design the tech trees more specific to each faction. For example, they already have the Athican Longsword. Could you design enough tech to supply enough research for an entire faction. Then if the tech trees are different enough, you could "steal" different things from other factions. That way the Magnar could steal the Athican Longsword tech and research how to make them.

35 Replies 107,473 Views

I would like to see research be a little more customized to each faction. I think that would give it some spice.

35 Replies 107,473 Views

Wouldn't it be possible to just have a higher penalty to each successive hit. I think it is 3 or 4 right now, make a -5. I also like the reduction in damage idea though. It seems reaonsable a person would start getting tired after continually hitting something like that. That being said, I would also be fine if they leave it alone. Maul is pretty easy to counter. The easiest counter to Maul is Blindness (that cloak that lets you cast it is pretty a

37 Replies 139,272 Views

The red X when they surrender always happens. It is the time period the former sovereign needs to come to grips with the fact he just got defeated. They are immobile for a certain amount of time. The weird part is, what ever city they were in, just disappears and the Sovereign is standing there in the middle of the field. I also don't like the cities razing, they should join your Kingdom/Empire. The injury "Broken Spirit" the Sovereign gets for surrenderi

6 Replies 4,357 Views

[quote who="TorinReborn" reply="203" id="3194066"]I agree that heroes should not be made mortal but I also don't like the current system of "dead" heroes defending cities they were sent to after death. I would like to see hero death explained better. Like they don't just go to any city but to ones with temple (or the capital if no others are closer) and need to spend x amount of turns recovering from death there (where x is higher as hero level is higher). During this time they cannot

208 Replies 713,155 Views

Well since I finished my game last night I decided to start a new one. I decided to create a sovereign. Not too fancy but I made an Urxen from the Umber empire. I noticed something that didn't quite make sense. One of the talents is leadership, which gives you the ability to recruit champions for free. One of the weaknesses is cruel, which gives you a +1 attack, but makes champions 50% more expensive. My question is if you take both of them doesn'

1 Replies 2,225 Views
Reply to Great Game in FE Beta

[quote who="StevenAus" reply="2" id="3193812"]The thing is, Dirge of Ceresa pretty much wipes everyone out even when you DON'T have any (or only 1) death shards. So I would say that the spell itself needs to be rebalanced.[/quote]I had so much fun playing. Two great battles that really took a lot to turn the corner. TheN a great chance to really explore. I completely agree with you about the spell, it is really freakishly over powered. Worse yet, it can be ea

3 Replies 28,133 Views

I find myself in a weird position of sort of disagreeing with myself about the strength of the Sovereigns. I got to finish my game last night that I started awhile back as Ceresa. Had a great game, started out pinched in between Kraxis and Altair, and then had the Lombard Desert to the south. I could really only build one city for the longest time, lots of desert. I have never seen so many of those Umber critters roaming around in any game before. The

3 Replies 28,133 Views

[quote who="seanw3" reply="23" id="3192418"]The choice that needs to be created is between powerful magic and physical ability. The secondary choice should be between bonuses to your starting economy and making your Sov powerful at the start. This all needs to be separate from the faction creation options. It would be nice to see more connections between the Sov, who is supposed to be the source of your civilization, and your civilization. The Sov also needs to be more powerful at start so we

29 Replies 22,237 Views

[quote who="seanw3" reply="45" id="3192400"]Certainly the game needs a fair share of doubtful critics as well as fanboys. We all play our parts I suppose.[/quote] wow, I had ignored this thread all last week. I was disappointed with WOM but I think Frog and Stardock certainly stepped up to the plate. THe changes to WOM were pretty good, and it was fun to play. The fact they added the two expansions, which changed to a new game and then an expansion is more than most

45 Replies 55,694 Views

[quote who="ddd888" reply="20" id="3191043"]so much magic around is bad, it declasses the coolness of magic, there should be way more champions without magic and all, some with 1 school and A FEW like 5% with 2 schools this way magic woudl be much more needed and spells combo would be rare and cool also it would make every game much more different as for now you just recruite champions so you have EVERY spells you need and then just spam

29 Replies 22,237 Views

[quote who="Heavenfall" reply="6" id="3187620"]I don't really understand what you are saying. If they have higher level with better equipment and no risk of injury, they are by definition "more powerful". I'm fine with giving them a more spicy development and such so that they can develop differently than champions, but if you think they aren't the centerpiece of the game right now you are wrong. They're strong, they just aren't interesting.[/quote]I

29 Replies 22,237 Views

[quote who="Heavenfall" reply="6" id="3187620"]I don't really understand what you are saying. If they have higher level with better equipment and no risk of injury, they are by definition "more powerful". I'm fine with giving them a more spicy development and such so that they can develop differently than champions, but if you think they aren't the centerpiece of the game right now you are wrong. They're strong, they just aren't interesting.[/quote]Yo

29 Replies 22,237 Views

@Heavenfall---I actually hate the fact the Sovereigns do not have to deal with injuries. I think the injuries need to be more severe, and death needs to be an option. I do think the Sovereigns should also be effected by injuries. Walking around with impunity that you describe is a flaw. You do not develop a connection to the character because there is absolutely no repercussion to them losing a fight. You lose some mana, big deal. I do like

29 Replies 22,237 Views

The Sovereign I have posted a couple times over the last few days about what I think is wrong with the Sovereign. Most of the posts are about how the Sovereigns are getting lost in the plethora of Champions that you can recruit. I really think the game is moving away from the importance of the Sovereign and I think the game is becoming less interesting because of it. I still enjoy the game, but you could almost start the game with any of the Champions

29 Replies 22,237 Views