Which doesnt cause units too flee or split into smaller units
Stupidity10
Their range is fine, they just need to scale better so they dont become useless vs someone wearing even 1 piece of leather armor. They are not a replacement for bandit archers. Both should exist.
Found a couple of robes of Adept/Mage/Archmage. Never found a bow or staff I didn't take off the body of an unrecruited champion.
I agree more with CdrRogdan. If we are aiming for maximum tactics than even with inherent abstraction it would be better if the 1 shot 1 kill system was applied universaly. If medium sized monsters need to slaughter troops stacks just give them an ability like overpower, poison breath or slam. Giant monsters should destroy mutiple units with every blow but should have abilities for dealing the real dmg to stacks. [quote who="Stupidity10" reply="1" id="3074792"]Defaulting common units
[quote who="marionesi" reply="2" id="3075046"]Break enemy line is certainly innovative, but possibly messy to implement in a battlefield (what if there is no room for the army to split up?). Ambush I like a lot. Counterattacks are also a good idea. I think for now units do not counterattack at all, isn't it?[/quote] Break enemy lines is impossible, it's never gonna happen. Defenders and only Defenders at this point get counterstrike. [quote who="marionesi" repl
Hey Frogboy, good of you to respond to so many posts. Since your in question awnsering mode il ask a question. Is a system where each unit in a troops stack is counted as an individual and damage doesn't transfer beyond 1 troop unless a weapon/talent/spell/ability specifically allows mass kill totaly off the table? Stacks are about the right size and the overpower ability already damages each unit in a troop stack so I don't think it would be too much work to implement
*Double Post
You could just as easily make the % only do less dmg to creatures/champions with more SR than you have SM. You could make it so you do more dmg to creatures with less SR than your SM. OP is generic enough for us to fit a lot under it.
[quote who="StevenAus" reply="8" id="3074522"]This would make Caster Sovs useless, especially with the incoming XP sharing nerf.[/quote] I really hate it when people take an idea that doesn't even specify an effectiveness and say "OMG SO RIGGED" without any idea of how effective it would be beyond their own fantasy. Worse when said in a one sentence post. The dmg reduction could be anything from 1% to 100%.
Seems like something that they just havent gotten around to coding yet. Or at least I hope so.
Don't like this. However... [quote who="Trojasmic" reply="1" id="3074200"] Because there isn't a mage on the other side fighting you in every battle to create balance.[/quote] It would be nice if monster had more mage units so that they could do things like counter spell instead of just their one attack spell. Troll shamans have barbs and darklings have blind, thats it.
[quote who="Asmodean_dk" reply="73" id="3074165"]I'm sorry, but I don't agree with you on that. If you are going to use words like God-awful or terrible, you better have a good explanation as to why you think it is so, or how you would like to see it redone. I'm not saying testers can't voice their distaste for something without suggesting fixes. What I am saying is, that if something is bad enough that you really feel the need to use the word terrible, you must have at least
Basic raise dead is s staple of fantasy games. Really is strange that we have evil wizards without skelotons.It's not the most important thing but I can't think of any reason it couldn't or shouldn't be added eventually. Theres some unit called a shadow or something but ive never even tried to get it. also there is SHADOW WORLD, the rare quest reward spell but its a little broken. Summons mutiple death demon armies that just stand there.
Thanks or the information. Greatly appreciated [quote]4. There's been a lot of gameplay changes that I won't go into but I think people will be pleased with.[/quote] A spark of hope
[quote]Outposts should provide some protection for troops stationed in them.[/quote] Agree, i was surprised when outposts didn't off protection, kinda thought that was the point. A lot of people wanna see fortification upgrades for outposts. [quote]I am finding that none of my cities are able to reach level five because of a lack of food. I even built one next to a special resource that provides grain. Needs to be addressed.[/quote] I kind of like it that the highe
Parties and Armies: The whole differentation between armies and party's seems mostly pointless. Hard Rules like those really ruin game immersion and it wouldn't make the game funner or more strategic. As long as it could be balanced wandering neutral parties that actually effect the world is something ive also wanted. Probably more important issues to deal with first though. Conquest: The manditory garrison idea and requiring troop stacks to attack cit
While I like the army idea High Lv heroes are also weaker than they should be. Before they were Lv's 1/2/3/4/5 and now 1/3/5/7/9 but retain only 1/2/3/4/5 talents. Fix this and see if that helps
[quote who="seanw3" reply="11" id="3073318"] a) Make Masterquest a game long task. -It would be alot more engaging to have a quests that spans the whole game. This would be the focus of an adventure minded player. - Techs from the trees and a few unique techs should be offered as rewards for choosing this road. That way the could specialize here without being left behind in the tech game. They should be less advanced, but not overly so. Adventuring should be how they
There is already going to be an exp split for champions. So at leastthey wont be able to level in stacks of doom. I'l just wait and see how that turns out O and once they balance the insane movement and intititive items and abilities in the game champions should improve.
Champions really are the only large difference between FE and HOMM so ya just play HOMM
I am sure that they will balance the game better but even if they do and all those Nerf champion threads disappear we are still left with; Magic system sucks threads Tactical combat sucks threads Tech tree sucks threads Champions are boring threads I don't really need a perfectly balanced game if it has so many structural flaws Obviously the game needs to be balanced but I will be really disapointed if they arn't experimenting with chang
[quote who="seanw3" reply="5" id="3073217"]I disagree with Path of the Assassin's getting more strength. They should get their damage from criticals and multiple strikes instead of raw damage. Maybe they should get some ability to bypass armor just like spears if criticals do not do so already.[/quote] [quote who="seanw3" reply="7" id="3073250"]Assassin should get it from multiple strikes, poison, crits, initiative, and ignoring armor. So many interesting options. [/quote] <p
You think? Or is this an insider information thing? What constitutes a major change?
Assasins barely exist, the only mechanic they specialize in is criticle strike. They need to be as flushed out as much as the current overly simplistic system will allow. Path of the assasin should be the only class to get fast and impulsive. Also assasins need more Str because thats where dmg comes from, they seem to be trying to build assasins without any base Dmg/Hp which is just silly. They even gave the defender more dodge and they get armor bonuses.