[quote who="Wizard1200" reply="46" id="3348010"]Hmmm, perhaps focus should be a staff ability and not a spell to make staves for mages more useful.[/quote] I like this a lot. Focus at least should be moved to a trait so that non fire mages can get it. Fire magic is supposed to be damage heavy, not all around better at damage spells. Things like fire magic exclusive focus and volcanic rites should not exist. [quote]The reduced accuracy of units is a good move, but I don't t
Stupidity10
Killed the pyre of man and got a rusty gauntlet once. Loot tables do seem really random.
All the changes look good. Happy about mount # reduction and added costs. It says we get less horse but doesn't mention Wargs, are they reduced as well? Upgrade screen is very nice. Its always great to get a pleasant surprise. [quote]Increased the strength of the bandits from the Bandit Lord ability[/quote] Any chance the new bandits are in a group? Would be nice if bandit lords got groups of bandits instead of regular troops when the game starts. [
All the Blood traits have always bugged me as underdeveloped and unbalanced. Umbars + attack in groups over 5 is a ridiculous ability, as even early game its easy to have an army of 5 and that + swarm is a lot of damage. In fact once you have a decent fortress you can just forget about the ability. Basically I think that each race needs a base bonus and a ability that increases per level. Quendar actually fits this as they get fire resistance and the ability to do increasing fire dama
Yes, this seems like a good idea. Would really help balance tactical combat and add a new layer of complexity to tactics and unit/champion design. Rush/charge and cleave/impale is a OP combination, allowing way too much damage first turn. Berserk also seems OP, especially if I can ever get Verga to stop casting wither when I berserk him. One reason I really hate the removal of encumbrance is it simplifying unit design so much (Just get armor trait and add all pieces of armor,
Natures Blessing FTW Many A time I have had 6-8 earth shards, buffed my entire army and attacked shrill lords, dragons or elemental lords. Its always great when they waste turns casting spells at me. So the AI needs to not only recognize 100% immunity but recognize 90% immunity.
[quote] but becomes meaningless as armies become stronger as the game progresses.[/quote] Just like everything else. Always disliked reap, never made much sense to me and was one of those traits that seemed just to exist to force me too waste 3 levels to get something else much better.
Video or it didn't happen But ya its been mentioned a bunch of times that we are now saddled with really stupid former encumbrance items. How does a belt made of gold give splash damage? Or a horse give more damage than riding a wolf?
Blood traits have always bugged me as underdeveloped and unbalanced. Basically I think that each race needs a base bonus and a ability that increases per level. Quendar actually fits this as they get fire resistance and the ability to do increasing fire damage per level. Gilden also is great as they get 1 hp per level and base spell resistance. An example of a blood trait that seems shallow is Altair's experience bonus and rush. Its great to increase levels quickly but the
You have some good points bigduncm24. Your point about how tactical buffs are pointless due to short unit lives is really true. I hope tactical battles become a little longer and not just about using high attack and initiative to one shot armies. Agree on all points Dsraider. My two cents: Mounts are too numerous and easy to equip too units, allowing entirely mounted armies to cross tactical maps. Reduce the amount of mounts we get and add some production or wage cost to them.
[quote who="ampoliros5" reply="1" id="3345013"]He's got Coal Stones, which is not useless.[/quote] Yes it is. Hes lv 5 without a single mage trait, no evoker or spell mastery. Hes lucky to pull of 6 dmg. You'd need to train him to like lv 10 before he can use coal stones effectively, and then that would be the only thing he can do beyond burning touch. As the game stands you really cant afford to level useless heroes.
I agree with almost everything you've said. It seems like only a little work too balance professions as your mostly just changing obviously UP stats. [quote] A +25% bonus to spell damage together with some cool new spell would be far better. For example, how about a spell to buff your spell mastery by 25% for the duration of one combat.[/quote] This is a good idea. Ive always hated warlock, its been OP since implemented. [quote]This is rather weak in comparis
[quote who="N1ghthavvk" reply="4" id="3344972"]I don't think this mediocre wildland should exist if it is possible to be a bad 3/3/3 village.[/quote] Wildlands have been getting no love. The reward for the Imperium is a spell and a 4/4/0 tile to build a city on. Also the rivers in the Imperium turn into plains but still look like rivers when you conquer it. Wildlands should be 9 tile yield at least guaranteed.
Agree totally. No reason a couple of unique resources cant be thrown in the game, id love to see something useful in swamps, coasts and forests. Also the ancient temple could use a boost, a mid game upgrade that increases its research bonus to 2 or 3.
[quote]especially since even a half-decent one requires a large investment in upgrade points.[/quote] Summoning is decent if you go the earth elemental route but any good summoner is worthless at everything else due to the huge Trait point cost. The reason no summoning champions exist is for the same reason, it requires so many traits to do that no champion could ever be worth it, only a pure summoning Sov is good enough. Also the random and limited summons really rea
In my recent game as Umber, I noticed some huge flaws in the AI Capitar beside me. Whenever they built a new city the first tghing they built was a soldier. They wasted ten turns on building a basic troop from a newly settled city, mid game! Once that unit was done the next thing they built was a bazaar (+50% wealth when producing wealth, -25% rush cost). This is not strategically ideal. Capitar had several forts that should have been producing all the troops that the
Game feels much shallower. I end up loading units up with all kinds of items now without worrying about weight. Swordsmen/Hammermen always have shields and we get horrible mishmash of chain and leather because only some pieces have the encumbrance penalties. Races, units, items all feel terrible. Also with strength and muscle giving +attack, damage is once again too high. First strike is more important than ever and with unlimited horses/wargs we can strike first and
[quote who="Lord Reliant" reply="37" id="3344416"]It would be nice if wildland monsters stayed in that zone of control. That would resolve a lot of these problems. Granted, it certainly makes games more challenging if monsters come out of there, but it also creates a LOT of other issues (ending the game prematurely, strange AI issues, trying to locate each rogue monster to fully defeat the wildland, etc.).[/quote] Stardock at least needs to make sure high level mobs (obsidian golems,
[quote]Removed Encumbrance. Instead we have chain mail proficiency and plate mail proficiency that enables the use of those armor types. Defenders get both early on. Warriors get chain early and plate in the middle of their trait tree. Assassins get chain mail in the middle of their trait tree.[/quote] Ugghh. Fine sure, just please do as some have said and at least make heavier armor decrease dodge.
Flat out removal would seem OP. As some have mentioned though, reducing the XP penalty for Adventurers would be interesting. [quote who="Aexrael" reply="12" id="3341799"]Another alternative is to let the Adventure's Guild removed the XP shared penalty among Heroes when it is built.[/quote] A neat idea for a new World Wonder, instead of a bland 1 per faction building.
[quote who="Sanati" reply="1" id="3341855"]Wildland monsters don't spawn in lairs, the lairs in them are part of the design and basically just goody huts.[/quote] Obsidian Golems in the Imperium do. Opliphidians in Fissure wildlands do. I know for a fact these creatures spawn in lairs and just wander off them. If this is a new system they implemented they really need to fix the wildlands for it, because previously the obsidian golems were supposed to guard the door and the oliphid
It seems that monster from lairs adjacent to wildland borders wander, leaving their lairs unguarded. To clarify; if a lair in a wildlands is adjacent to the border the monster automatically just leaves. Some monsters like the obsidian golems guarding the imperium border pose quite a threat too, not to mention dont do their job. Ive seen ice wargs, oliphidians and obsidian golems all wandering the map and found suspiciously empty lairs in wildlands nearby.
Confirmed, can lead to some frustrating tactical goofs.
Its a bug people. For some reason certain wildlands creatures roam, seems like any wildland lair next to the wildland border just gets up and leaves. Ive seen All kinds of ice wargs, obsidian golems and oliphidians just cruisin the map and leaving their lairs unguarded. The obsidian golems are kinda funny because they are supposed to sit on the border lairs guarding the imperium, but because they are near the border they just wander off, leaving like lv10-17 s
[quote who="Wizard1200" reply="37" id="3341489"]Not masters of the melee, but they should be able to survive behind the enemy lines to fight someone one vs. one and without the decimate ability the damage of an assassin against units is very low.[/quote] I think a better way to do that would be increased mobility. Fleeting Strike Skill: Unit attacks than retreats 1 step back. Cant be Countered. Swift Trait: +1 movement and ignores enemy engagement (Can walk past enemie