Autarkhos

Autarkhos

Joined Member # 4094059
41 Posts 218 Replies 15,125 Reputation

[quote who="malichai11" reply="28" id="3069202"]Personally, I'd really enjoy talent trees with a small chance of picking up a rare/epic trait from time to time. But, if I had to give up random rare/epics for a true talent tree, I'd absolutely do so.[/quote] That'd work for me.

46 Replies 124,024 Views

[quote who="KPAC77" reply="12" id="3069166"]I agree with this. I'm more than happy for the game to place the building itself as well. [/quote] I'd just be worried about ugly cities with that.

13 Replies 8,561 Views

[quote who="seanw3" reply="10" id="3068723"]The current plan (I am guessing based on hints in the forums) is to have just click build and the city will place the building for you. No more snaking. Problem solved. I would guess that it uses a spiral system to make the cities more or less square. I am a fan of the 9 tile limit, but it has drawbacks that are probably giving the devs pause. I think it forces the player and the designer to have a more efficient improvement system. <

13 Replies 8,561 Views

[quote who="James009D" reply="7" id="3068562"]I actually like the look of the cities but I think they could use some work. I REALLY enjoy seeing a big completed city.[/quote] I quite like the look of cities when I'm not building them like giant corridors in order to facillitate insta-travel. When I am, though...? Yeah...

13 Replies 8,561 Views

Chaos and Pandemonium should just be a Confuse effect that causes them to attack the nearest target.

21 Replies 7,410 Views

[quote who="CrazyHarlequin" reply="23" id="3068589"]I like the random element, it makes you work around things rather than just making the boring optimised option. But increasing the number of choices would be ideal. My ideal level of randomness would be to have 'common' traits the character qualifies for always be available, then a second window of random uncommon and rare choices. This is a nice compromise between the two, as you are always guaranteed a choice in the comm

46 Replies 124,024 Views

Crown of Prociponee (or whatever it's called) + a sovereign with a few levels in a few magic skills = Instawins.

11 Replies 9,289 Views

Huh, does crit override miss etc? So, is it you roll to hit THEN you roll to crit or is it all on one roll sheet?

46 Replies 124,024 Views

[quote who="Heavenfall" reply="22" id="3067374"]Nah, they just have a vision they're going with. And I have mine.[/quote] And your's is more conducive to a fun gameplay experience. :p [quote who="Heavenfall" reply="25" id="3067972"]The thing about angels is... what do they DO? They mostly go around making proclamations, have auras of holiness, and fly. So my current idea is to have the Angels as the most diplomatic faction with the most growth. In tactical combat, they

145 Replies 93,755 Views

[quote who="dracophoenix" reply="46" id="3068026"] I like the idea of Maul I, Maul II, Maul III. Maul I starts out to where every instance of Maul is -6 accuracy at 50% damage. Maul II is -4 Accuracy at 75% damage, and Maul III is -3 Accuracy at 100% Damage. Each reoccurence of the Maul effect gets the Accuracy penalty added to the previous one as is currently designed.[/quote] Which would be about 5-ish hits on average. Which is still NUTS.

49 Replies 117,443 Views

[quote who="mqpiffle" reply="2" id="3067784"]A level one and two city should only have the adjacent 8 tiles to build on. Level three and four the next ring. Level five the next ring. OR I'm starting to like seanw3's idea of simply using the surrounding eight tiles, then everything from there builds up. Eight tiles = 32 city tiles, which should be plenty of tiles. [/quote] That'd work for me.

13 Replies 8,561 Views

At the moment (and, pretty much, all throughout WoM and FE) there're two effective city layouts and that is all. There's no real design to it, just follow these layouts and you're done. These layouts are:- Main Layout: The Snakey City This is where you loosely (ie. either diagonally or just connecting one by one) each building along a corridor-esque path, in order to connect up to other resou

13 Replies 8,561 Views

Yeah, growth seems to half my current size when I use it, although it still has the awesomesauce effects you'd expect. :D I'd guess it's probably someone's made the modifier 0.5 instead of 1.5 or something.

5 Replies 4,713 Views

[quote who="Sarudak" reply="13" id="3067629"]I think one of the biggest things that needs to be fixed is that when getting a trait you first roll for how good the trait is (common, uncommon, rare, path, epic) then you get a selection of traits all at that strength. Because otherwise I feel like I'm crippling myself if I don't get the one rare trait even if it's not the way I wanted my champion to go.[/quote] There's also this.

46 Replies 124,024 Views

I really have no idea why you guys can enjoy randomness like this for the levelling of heros. It limits strategic choice and just makes it into a game of rolling the dice, especially when rare ones are, 99% of the time, just outright superior to the hero regardless of it's class.

46 Replies 124,024 Views

Holy shit, I just found a sword with maul on it. It looked like it had worse stats than my other sword so I tried it out and... Holy crap. Swing swing swing swing swing swing swing. DRAKE U DEAD.

4 Replies 4,667 Views

How does everyone feel about the current hero levelling system? The randomized bonuses just seem a bit... Silly. I'd much rather have a dedicated talent tree and the ability to pick one or two classes (maybe picking 2x mage will give you a mage tree and an archmage tree for once you fill out the mage one and the same for the rest?) rather than this current "roll not to suck" system.

46 Replies 124,024 Views