[quote who="Sarudak" reply="2" id="3090820"]I think the weapons boosting initiative is one of the biggest problems. No weapon should boost initiative unless it's magical! Instead base initiative should be increased to the highest weapon and all weapons should lower initiative.[/quote] Seems like easy logical fix. Staffs still need to be ranged and boost actual spells of course. *New Bug: Upgraded Najaborn to leather armour, two turns later I had option
Stupidity10
Spellshield exists, it's called blessing of nature or something. I'd prefer it if counter spells were easily resistible spellmastery vs spellmastery so only mages of your own level or higher could use it. Lesser mages could use specific counters like the ones you suggest. My UI always gets overcrowded late game anyway (only use 3 elements). We need the ability to customize the spell bar.
Also champions will block roads, which is really irritating in forests.
Same thing with monsters that debuff (water shrills, darkling shamans). They seem to just cast them endlessly and rarely move unless your entire army is debuffed, Fire/Air shrills on the other hand now never cast their own dmg spells.
[quote who="DsRaider" reply="15" id="3090713"]I would like to see some more specific protection spells be made available instead of counterspell, which is boring and a bad mechanic. For instance Dampening Rain could reduce fire dmg taken by 60% for all units, castible both tactically and strategically. Grounding could make target unit immune to lightning. The Desert Winds tactical enchantment could reduce cold dmg by 70% for everyone in a 3x3 square. If someone is spamming Pillar of Fire or F
From what ive heard can't all factions train them now anyway? I know Drakes can be.
I support this idea
Balance: -Ignys give somewhere around 80 exp each and are weak. killed 4 on 6th season and rocketed from lv1 to 5. -Fire/ice elementals are too weak. They are too hard/expensive too summon and give too much exp/loot. They are considered strong but shadow wargs are as tough. -Shadow Wargs are ridiculous. Like summoning a young ogre with 6 movement. Probably just change it too a weaker warg. (love summoners by the way gj) -Lv 7/9 enemy faction magi champions are
Sometimes have the same problem 3 leather helmets 3 balanced axes probably just a lack of overall loot though
How about making Pillar of Flame destroy forests?
Ya an annoying flaw AI armies always have scouts and pioneers in them AI only ever has a mage Sov, all champions are warriors. Lack of good mages makes em weak too
[quote who="Sarudak" reply="9" id="3090229"]Is anyone else finding the shadow warg summon to be crazy awesome?[/quote] It's way too powerful, Shadow wargs are tougher than skales/black widows/young ogres While I Love the summoner trait they are too good for an initial summon Shadow Warg OP Earth Elemental OP Fire Elemental UP Ice Elemental Up
I spent like 500 mana and couldn't get through, also lower land needs to affect 4 tiles instead of 1, casting the spell like 10 times is annoying.
Impulsive could be used to fix the underpowered assasins. Just make it path of the assasin only and it would balance the game instead of unbalancing it. Fixing dodge would help too
I always thought so, but no one ever mentioned it Also agree that there needs to be some kind of resistance to Dmg spells (Int based) My idea was a fire/ice/earth shield spells that give a 50% resistance to their opposite element and weak ability (1+1 Dmg/Init/Def) to all units. Counterspell/spell leech/mana burn scould still be in the game but as rare mage abilities Also all magi are overpowerd in current build. Evoker + Unlimit
It's strategy now actually I keep some lairs around too spawn more guys and get the exp The AI does need to stop you from just taking them though
Though not as broken as before they are still way better than 95% of talents. Even +1 per 2 levels would make for a good talent. +4 at lv 8 / +5 at lv 10 Only Impulsive(Cast 2-3 spells first turn), evoker(250% Dmg?) and double strike (Ive never missed) are as brokenly awesome All 4 need to be reworked
Shrills also rank tougher than they actually are (4 shrills are Medium) Shadow wargs need to be made lv 1(+2 from summoner) at least.
[quote who="Fistalis" reply="189" id="3089090"]What wrong with limiting Shots depending on the type of quiver?[/quote] It's like putting paint over a crack in a support column Champions high initiative growth was the main problem (there are others). It allowed them to kite anything once they reached like lv 10. Fix the stat mechanics that create the problem not just add an artificial limit
[quote who="feelotraveller" reply="122" id="3086462"]How about allowing any unit which entirely skips its turn get one counter-attack? This would prevent any Melee kiting (no point moving away any longer) if the unit is prepared for it. [/quote] This is what I always thought defense should do. Rather than just an ability that comes with shields, Defense should be purchased abiltiy for all infantry squads. Giving a counter instead of an attack and a defense bonus (greater with shields)
Catapult abilities + spells
[quote who="Alfdaur" reply="92" id="3086016"]This is a rather harsh method I'm suggesting. But in White-Wolfs Vampire: The masqeruade, you could get extra turn actions for your character trough diciplines. What I'm proposing is that initiative only gives extra actions, but no extra moves and actions. The champions could attack two times extra, move two times extra, or move and attack one extra, each. This would make initiative less overpowerd, but will change the system. I'm reall
[quote who="ks83" reply="13" id="3085381"]One tweak that might help is archers suffer penalties to damage/accuracy if they moved this turn or last turn (or possibly even the turn before that). The idea is that archers are most effective when they hold their ground, once they break and run they need to time to regroup and size up their targets.[/quote] Still just slows it down. My solution: lower initiative gap between units and everything said in first response
Evoker is the most game breaking trait in the game. A lv 4 mage hero can reach Max spell Dmg, evoker/Spell cost reduction trait are the only 2 mage abilities worth getting and always will be with current system Kill/change/nerf it and add Int bonus Damage/Resistance instead
Thanks for the awesome chart Troops in beta are too raw for any meaningful analysis. Just comparing stats though i'd say that Dex and Intelligence need a subtle boost. (Int giving dmg resistance to spells, Dodge/Acc reworked)