StillSingle

StillSingle

Joined Member # 4051907
76 Posts 249 Replies 9,700 Reputation

Realism isn't really what I'm looking at. Realism can only add imersion, sometimes. You might be right about they do attack cities, I think I misread Froggy's post.'What I'm trying to get at is, would it add fun to the gameply IF they did take out uotposts (which for your realism argument, would need to be manned by something....) My inclination would be yes :)

26 Replies 11,062 Views

This is a tandem discussion along with whether monsters should be able to utilise their full movement speed found here https://forums.elementalgame.com/426091 , I think both should be implemented :) Basically would allowing monsters to target outposts and cities and improvements make the game more fun. Currently according to the Sir Frogler, monsters do NOT target outposts or ciities or improvements, but accidentally des

26 Replies 11,062 Views

Currently all monsters are limited to one move per turn. Which effectively allows you to bypass with a bit of care any roaming monsters. If they were allowed their full movement, would this make the game more fun? IN a different thread I will make a discussion on whether monsters should target cities and outposts. I think that these two changes can be done independantly with different strength of effects to "fun". Pros: early game cle

6 Replies 2,849 Views

A few people including myself have posted similar issues. Some spells are updating for shards, some aren't. Some weren't and are now :) eg Stoneskin wasn't originally updating for earth shards (.912 i think, or earlier), it does now. Go the Devs!! :)

1 Replies 1,954 Views

1XP per turn will end up lvling the governer much less than 50-60% of a out and about champ. If I can rake in 250+ exp for one battle how is the governor going to keep up with that? They'd have to go 250 turns without fighting or questing to lose that lead.....

32 Replies 36,323 Views

Stun is AWESOME!!!!!!!!!!!!!! You do a normal attack that doesn't miss, AND you have a chance to stop them taking their next action....... How is that Meh?? [e digicons]:omg:[/e] Agree with you on the imune to counter trait. It would be awesome. With all the HP boosts as well, give it a giant hammer, and BAM. You have a super tank dealing huge damage!!

14 Replies 5,224 Views

I was tinkering with Juggs in a game, and what I found was that the first time it attacks splash damage was happening (at stupid damage amounts), but the next time it got to attack, I lined up 2 units next to each other again, and no splash at all. My Sov has been 1 hit KO from splash damage. Had higher def and health than the unit attacked...... guess which one was still around..... :(

35 Replies 19,138 Views

There are some really good points coming out of this. It looks like a lot of the powers come into their own mid-late game, especially those that require nurturing. AND that I was biased to towards easy outpost spell :P Perhaps grouping the abilities into their strategic game effect would help determine their comparability of OPness? I've already aluded to Tarth and Parieden's abilities being linked to territory aquisition. From the sentiments above, I&#

22 Replies 8,762 Views

The reason I think territory is such a big thing, is that I spam spells something fierce. The more teerritory I have, ergo the more shards I have, the more I can spam spells to win. When I'm generating 40 mana per turn.... after copious enchantment maintenance costs..... I can do whatever I feel like because I have the mana to do so. You're right about paraiden's ability being hard to use early on.... I just save the mana enough to be ab

22 Replies 8,762 Views

The preface to the latest patch .915, was that all factions should have an OP ability. This thread is to discuss those comparisons to see which if any are equally overpowered, and if not the ranking of each of them with reasons. I have taken care not to list abilities that can be chosen in Sovereign creation, as they aren't directly tied to the faction, and can be used in create-a-sov for any other faction (eg free champs!!). My ranking of the current abilities are a

22 Replies 8,762 Views

LOL!! Mortein Monster Repellant, now in spell form :) Or; Peebo Protection Spray, stop those monsters from stomping your stuff :D Or; OFF! now protects from more than just sun rays!

23 Replies 9,930 Views

"become more powerful on a dense monster map with dangerous monsters". Yup! But, wildlands monsters are exempted from the tarth ability. Ie they WILL attack you on sight! I don't think yoe're right about them attacking cities or outposts. Froggy said that NO monsters target outposts and cities, only run over them by accident. I just plonked cities and outposts down everywhere and mopped up the baddies as my champs progressively leveled.

23 Replies 9,930 Views

Tarth is excelent for getting small stacks of uber champions buffed to the max. Or lots and lots of small stacks led by a champion nutcase. Due tot eh master scout ability, you can progressively level every champion without setbacks. I think I got my Sov to level 20 the fastest using Tarth :)

23 Replies 9,930 Views

summons increase in level based on the number of shards of a certain type. The further into the game, the higher level the summons, without taking the summoner ability. Also, I believe (but have not checked) that strategic summons are limited to 1 per spellcaster able to cast the spell. If you look at the enchantment slots, the summon is bound to the champion able to cast teh summon. Cloud walk is similar, only a lvl 4 air mage can cast, and if you have 2

11 Replies 8,808 Views