Stupidity10

Stupidity10

Joined Member # 4220427
28 Posts 483 Replies 535 Reputation

[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

13 Replies 4,642 Views

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.

38 Replies 14,059 Views

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.

2 Replies 1,329 Views

[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

38 Replies 14,059 Views

From what ive heard can't all factions train them now anyway? I know Drakes can be.

1 Replies 894 Views

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

13 Replies 4,642 Views

[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

15 Replies 5,489 Views

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

28 Replies 11,046 Views

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

38 Replies 14,059 Views

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

28 Replies 11,046 Views

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.

3 Replies 1,640 Views

[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

218 Replies 399,092 Views

[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)

218 Replies 399,092 Views

[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

218 Replies 399,092 Views

[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

218 Replies 399,092 Views

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

22 Replies 30,815 Views