Disagree, this would be of dubious value and really wouldn't want mage troops ignoring resistances, all it would accomplish is too punish the already rare units with resistances. Staves already come in different damage types, so if your worried about fire resistance, build cold mages. This would work as an unlockable champion skill though, +100% elemental weapon dmg for a turn. Maybe make it a general trait so warriors could use it too. [quote who="GFireflyE" reply="2" id
Stupidity10
[quote who="Sanati" reply="9" id="3341431"]A single counter attack at -50% damage is just garbage, and the small init bonus doesn't help. [/quote] Counterstrike does seem very Up at 50%, especially since it only kicks in if the enemy isn't using an ability, spear or has uncounterable trait. Was there ever a problem with OP counterstrike? Why did it go down to 50%, should be brought up to 75% at least. The +25% counterstrike damage also seems like a wasted trait. The sm
You make good points wizard 1200. All the classes need both damage and defense traits, obviously not the same amount though. If the defender never gets any attack bonus it just wont have the damage to hurt stacks late game. Also with no defensive bonuses, warriors will be very much the glass cannon late game. Assassins/Defenders should get the counterstrike bonus as well. I am just not sure counterstrike is a good trait compared to cleave or impale (The 25% bonu
Thanks Stardock. Your moving so fast! Only problem I have is assassins tools is kind of all over the place. Skath claw and scimitar need to be looked at, as they do different things and upgrading from one to the other would be messy. Also last I checked poison cost like 15 points. I'd fix up the other trait trees before you redesign too many heroes. Also could we get wildland rewards and glitches sorted out in a patch soon?
[quote who="ashampine" reply="2" id="3340689"]I remember it was a bug in FE back when I was still playing FE, but I had hoped it had been fixed...[/quote] Wildlands get no love for a long time, lots of bugs and balance issues with them. All the lands you unlock suck and suffer graphical issues. Like Imperiums rivers turning into plains but still looking like rivers. Magma spikes sticking out of plains in Delins wildland once you beat it. And Balance issues, all t
[quote who="DsRaider" reply="86" id="3340300"]Yithril's Great Axes faction ability (renamed to Axe Mastery) gives them dual wield versions of all the axes. They cost more to produce and buy but they have higher attack and init. Fighting Yithril is going to be terrifying.[/quote] The Juggernauts..... Love it though! Lots a flavor and its good that Yithril gets that expensive but monstrous feeling again.
[quote]Why dont have separate line in the editor for (early) one handed axes and (late) two handed swords? I can imagine one might want to have early durable axemen with shield and cleave and late swordsmen with heavy counterattack.[/quote] I fully support unlocking greatswords for units late game, justone or two swords at the end of the tech tree. I wouldn't put techs that end early like single handed axes in though, its a lot more fun to unlock a new type of weapon mid game than
[quote who="bpalczewski" reply="4" id="3339930"] his stomp is way better than his fireball[/quote] Its true, Delin's Firebal needs a buff badly. [quote who="bpalczewski" reply="4" id="3339930"]Units that are prone have 0 dodge and have their defense halved. But having 0 dodge doesn't mean you are always hit (unless the person attacking you has 100% accuracy). But I agree that being prone should be bad and its wonky to see an attack miss against someone who is prone so
We really need some new LH traits and the plus 25% skill damage ones are as good as any. Unit creation has gotten pretty stale and we could use some more interesting combinations. A pretty sweet post was written full of ideas for traits: https://forums.elementalgame.com/442130.
[quote who="Daynarr" reply="2" id="3339162"]I think this may be true for some of the items, not all. The one that gives fire bolt spell works fine for me, for example.[/quote] I can confirm this
Fair Point This sort of thing never occurs to me. [e digicons]k1[/e]
Looks like an awesome patch. Whats going on with Great Axes though? Did we just lose a bunch of custom weapons or did they get moved? Its always sad to see faction diversity go down, I'm still not over Umber....
Update: Prismatic potion causes weird stuff to happen if you use it than auto calc. Renders you invincible permanently it seems but is plagued by bugs, like some battles ending with only half the enemies dead and you still alive. Hurl Boulder is UP. Misses like 90% of the time and never does more than single digit damage. It really only makes it much easier to kill units that have it.
Seems to me that the Wildlands have gotten no love. The are plagued with terrible bugs. Off the top of my head: Pyre of man throws fireballs like a lv 1 champion at stupid targets and when you do kill him the grassland that spawns has glowing molten rocks sticking out of places. The Imperium, once conquered turns the river into plains while leaving them looking like rivers. Is only a 4/4 and not worth the effort. Has a bunch of weird graphical and plac
Once you start walking I don't think you can stop anyway, so being able to see is a moot point.
[quote who="Wizard1200" reply="10" id="3339251"]9 I know I am getting a little repetitive with this, but limiting the choices at each level up while keeping the tree is the option that I thing is the best one. Say that there are 8 available traits, but only 4 at random can be chosen. This would combine predictiveness with randomness at a fair mix. A little randomization is very nice, but the core functions of a path (mage: damage dealer or summoner, assassin: melee or ranged,
I agree the experience traits seem really pointless. One trait like knowledge if balanced right can be interesting but three in a row like potential is taking it too far. I also agree that trait trees should be wide not tall. For example, why is spell-mastery a prerequisite for evoker? You could easily run them side by side so players could make more choices. It would be balanced because you want spell-mastery anyway to be good at dmg spells. The current build makes spell-master
I like the new system in LH The real issue is how terrible 90% of champions are and how slow they level.
Killed the Pyre of Man! Got Rusty Vambraces....
Thanks, my favorite is Cruel Blow. Mainly because curses seem under utilized. Curses and buffs need some love in the mage tree. Some new ideas, the names could use input. Cunning: Trait that gives a powerful counterattack on successful dodge, regardless of weapon. Powerful: Trait that makes units deal minor Aoe damage on successful bash.
Main target (Middle guy) anyway. Technically your targeting him, you just also hit the two other guys.
Ya its just that skills aren't "attacks", which seems pointless to me. Really skills should be attacks so that they can be countered and get swarm bonuses. Its really just untidy as it is, subtly nerfing skills and traits for no real reason.
[quote who="Wizard1200" reply="6" id="3338732"]I think the BASE damage of all spells should be increased by 25 % and the bonus of the Warlock profession should be reduced to 25 %. It does not help to give spells high cooldowns like Flame Dart (3 turns), because if they one shot the enemy the cooldown is not important. The BASE spell damage should be useful and not as low as Flame Dart or Shadow Bolt.[/quote] This seems like a good start for balancing spells. Warlock is just a broken t
Every Summon spell scales terribly. You spend a trait point to get it, sometimes only to climb the summon tree and it quickly is made irrelevant by basic troops. But I think ive talked about this enough in other threads. 1.Glyph of life is a terrible spell, needs to get bonus from life shard or have some other affect. 2.Regeneration is rarely useful. Maybe make its upkeep 2 mana but make it affect the entire army? 3.Chaos is a terrible terrible spell. Redo it. Wa
It is cheesy but more importantly it adds a lot to tactical combat and is fun . I'd keep it. [quote who="abob101" reply="3" id="3338648"]Would love to see any of your suggestions implemented instead, particularly bonus vs. mounted. [/quote] Something needs bonus vs mounted because right now making everything mounted is just a no brainer. There should be some reason to go on foot and spears doing a little bonus damage vs mounted units seem like the best way.