StevenRLynchAbundanceThatIAM

StevenRLynchAbundanceThatIAM

Joined Member # 4149234
324 Posts 3,920 Replies 27,720 Reputation

I mean, AI champs can easily die 5 times. I don't think something should be introduced where 5 deaths = final if the AI still loses its heroes so frequently. Note: I think even with 5 deaths = final, the sovereign would be immune. PS: What would happen if a champion with 4 wounds or less drinks a rare restoration potion and gets all its wounds healed?

16 Replies 5,081 Views

I strongly support the idea of at least a slipstream build being released, even if a full other version is not. We really need to be able to test the game without the heroes multiplying experience.

16 Replies 23,156 Views

[quote who="Heavenfall" reply="25" id="3072991"] Quoting Derek Paxton, reply 4 We have some balancing to do, I really liked Heavenfalls post about making injuries more meaningful and I've checked in most of his suggestions (i should have posted in his thread, i hope he sees this). It makes it much less rinse and repeat from battles. But there is definitly more to it than just that change. . Good to see you're still very much open to suggesti

37 Replies 27,840 Views

To be able to pump out a unit with max armor, max weapon, all accessories and mounts and the most expensive traits, for a flat fee of 40 mana once a day, is very OP. I think it would be much better if you had to pay 20% of the remaining production cost in mana (rounded up), so you could still get out those mega expensive units, but it just would be a lot further away from "virtually free". What do people think of something like this? With the Rush ability, which allows new

1 Replies 1,256 Views

Good! Some faction specific names! =) I think using faction specific names where possible, even though requiring more names, will help a little bit in differentiating the factions a bit more.

44 Replies 24,577 Views

[quote who="CHiZZoPs" reply="112" id="3072559"] Quoting DsRaider, reply 75 Instead of splitting hp between every unit in a squad so even a scratch reduces their dmg, squads should have to lose %35-50 of their health before they start to lose members. +1 That would be an easy and effective fix.[/quote] I strongly agree. [e digicons]k1[/e]

117 Replies 417,849 Views
Reply to Dynasties in FE Modding

But did children ever get old in WoM?

7 Replies 39,691 Views

If they don't desert if gildar goes negative, then it doesn't matter how much their upkeep is, if you've already hired four or five of them. They could still wipe the map.

30 Replies 21,250 Views

Army units are useless when you find high level loot when slaying a weak opposing faction hero. And really, getting the same equipment over and over from the same champion is a big exploit that needs to be fixed, plain and simple.

7 Replies 4,823 Views

You mean currently in 0.77? Okay, I guess that's fine, but I think it should still reduce damage of damage spells, as all or nothing is a "Gambler's Strike". =) Even though a poor pun, I think that not being able to have any resistance to damage spells just because they are "damage spells" and not another type is a bad thing.

23 Replies 102,293 Views

Yes, even if the Escape scroll brings you back to your capital (and doesn't cost mana) and the Escape spell exits battle and moves you an adjacent square, it does need to be fixed.

7 Replies 4,558 Views

Good point. To make Int competitive, having it increase magic resistance would be a good idea. Maybe it would be better if the only things that increased spell effects (including damage and non-binary buffs/debuffs) was a champion/sov using spells, or shards of the right type?

23 Replies 102,293 Views

Do people think there should be a mana cap per season? If so what should it be based on? Number of shards (possibly of a certain type)? And I would tend to agree that Int increasing spell damage *and* size of spell effects (for those that have more than binary yes/no) and ditching Evoker would be good.

23 Replies 102,293 Views