mqpiffle

mqpiffle

Joined Member # 4257179
111 Posts 1,891 Replies 4,170 Reputation

[quote who="GFireflyE" reply="24" id="3249318"]I also agree with his 'Diplomacy' comment. In an RPG world, there should be interactions galore!! Stealing princesses and rescuing them. Revolts from a city as a new hero gets just a little too full of himself. Trades. Treaties. Backstabs. Plot. Plot. Plot. Granted, there is backstory to each of the factions...but HOW does that effect the gameplay?? It should be seen and felt; ie different quests and storylines existing for different fact

76 Replies 71,278 Views

Apparently they made these spells level 1 (Earth Adept) for a reason. I would prefer they made these spells level 3 and keep the 50 mana cost, but that is not their design goal I guess.

357 Replies 611,988 Views

This affects where and how often it spawns (i assume) and how the AI interacts with it. And how many unsuspecting players will walk into one. These guys should be classified at least as Medium, unless the Weak rating is part of their magic (which would be awesome!)

10 Replies 12,012 Views

Sean, I agree with absolutely everything in your post but this: [quote who="seanw3" reply="247" id="3249123"]Let's make Path of the Mage do +5% spell damage per level.[/quote] I had thought about this for my mod, but I still feel like any time you give a mage damage with no cost you throw the balance out of whack. How about this: Path of the Mage: +25 Spell Resist, +35 Spell Mastery, -20 Weight Capacity Evoker traits: +X% spell damage, +X/2% s

357 Replies 611,988 Views

I applaud the changes they have made to the spells. I still think Path of the Mage is a bit off course and out of whack at +50% damage and -25% mana cost. I would change it to focus on spell resist and spell mastery bonuses (this changes the primary focus of the mage from damage dealing to utility), and let the follow-up traits specialize in damage and mana cost bonuses, as well as other things.

357 Replies 611,988 Views

[quote who="seanw3" reply="226" id="3248885"]Magical damage power should ... snip [/quote] I don't understand what your post means. Path of the Mage already makes Spell Cost 25% cheaper AND damage 50% stronger right from level 4. This is an approach I cannot abide. And we can't prevent crits on spells because ranged attacks and special abilities are spells (essentially.)

357 Replies 611,988 Views

I suggest that when trading consumable items in the trade screen, there should be a working button for Trade & Use, just like there is a button for Trade & Equip.

1 Replies 1,730 Views

No...the slaves are not overpowered. The AI is weak, maybe. The zerg rush must exist.

17 Replies 8,641 Views

[quote who="Lord Xia" reply="139" id="3247603"] thousands and thousands of turns.[/quote] Carl Sagan, you are not. But I bet Carl Sagan never had a pony.

357 Replies 611,988 Views
Reply to City Defense in FE Beta

[quote who="leroy105" reply="56" id="3247156"]I dont think its related to MP, that was the point of my post! However thats my bad if thats not clear in my post, no one to blame but me. I was trying (obviously not successfully) to get where mqpiffle was coming from. I get in other games you dont want strong auto defense this just drags out the game and rewards bad players - players who can muck around and be silly and rely on the game giving them an automatic no stress, no skill def

67 Replies 43,517 Views
Reply to City Defense in FE Beta

I have mixed feelings about the sentiments of this thread. Having good support troops (militia) can help turn the tide of a battle, but they shouldn't be able to save your butt if you decide to not properly defend your cities with trained troops or heroes. Making the militia too powerful would make the game bland, imo. I personally feel like the current implementation is good enough and pretty well balanced for my tastes, but if the devs feel that some balance needs to be

67 Replies 43,517 Views