[quote who="seanw3" reply="11" id="3074874"]While I finally have confirmation that the devs are not looking to change any mechanics, I hope you consider modding some of these characteristics for a coremod test. It is important to remember that you can create what you imagine. [/quote] That is... a little disappointing actually. Its possible I'm overthinking things but alot of balancing issues seem to stem from how messy their current mechanics are. Oh well, if it c
rillifane
[quote who="StevenAus" reply="8" id="3074789"]Actually imbuement does not cost mana per turn, only a one-off cost of 25 mana. [/quote] oh, nevermind then, guess I thought that idea carried over from WoM. In that case I do see some merit in the increasing mana cost though I'll have to play around a bit more with mage heroes before I can make any real commentary. [quote who="CdrRogdan" reply="9" id="3074800"] .. 'Damage' is not a stat. You said attack and &
I sort of agree with most what you are saying about heroes, I don't think I really got into it in my post but personally I feel that their strength should come from their abilities as well as their stat growth and how you choose to focus it and not just have them automatically be as strong as or stronger than similarly equiped armies simply because they are slightly higher in level. I think I did mention however that part of why I suggested these changes is to separat
[quote who="CdrRogdan" reply="3" id="3071851"]Sorry what? Strength increases both attack -and- damage? Do you mean to say accuracy? And intelligence increases accuracy? Because my mage needs to really hit with his staff? Perhaps accuracy shouldn't be tied to level. It certainly makes the dodge mechanic sort of weird. Perhaps dodge shouldn't even be a stat in the game... The changes you are suggesting ... are you sure they are what you meant to say? They seem a li
So I've been thinking awhile, reading a bunch of forum posts and what not, and basically there are alot of problems with alot of things. Now I could write essays on each of the various issues I've found but for now I am just going to focus on the one that I find rather irritating is how units/heros/monsters/whatever work. So focusing on that I asked myself why are these things such a mess? The answer I came up with is their stats: how they interact and how (much) they change through l
An interesting idea, but the focus should be more on slowing down the hero growth as that is the main issue here.
well there goes any notion of civil discussion...
[quote who="mqpiffle" reply="119" id="3063512"] ...my vast RPG gaming experience... [/quote] I beleive this may be the core of our disagreement. The problem is, this is not an rpg, this is a strategy game. The reason I feel I need to point this out is because while they may both have a couple similar elements they are in fact completely different systems. Perhaps the main difference being that in an rpg it focuses on the few and you can get by with slightl
[quote who="seanw3" reply="112" id="3063366"]I cannot see a good reason, either as a game mechanic or logical concept, to let every unit in a battle get the amount of XP that is currently doled out. Saying that it should be split between all members, because is a better way to handle XP is an observation of fact. [/quote] Your arguement for sharing xp makes even less sense. Unless I am completely off the mark with what you are saying, what I read is basically that if
[quote who="mqpiffle" reply="111" id="3063327"] It is my speculation that the xp gain as it currently stands is not what they intended, and thus they didn't realize that it was broken. EDIT: And, fyi, I don't appreciate the more personal tone your posts are taking. I'm only trying to argue a concept, not criticize you as a person. [/quote] It is difficult for me to reply to this without being out right offensive as in believing I have
[quote who="mqpiffle" reply="105" id="3062997"] I don't see where the punishment comes into play. What it does is allow a choice for the player (or AI): Do I take a risk and try to go after that mob with my one hero to gain more xp, or do I assemble a party and / or army to DEFINITELY kill the mob, but SHARE the experience. In no other game that I know of does XP become POTENTIALLY INFINITE while piling on party members in an invading force. Right n
I have already presented an idea that hinders hero growth rate while at the same time not ruining the flow of the game as sharing xp does. This idea does not reward you for single or dual champions all it does is punish you. Even with the idea of supplimenting with regular units this idea still punishes you because they take a share of the xp as well. Then theres the fact that if something is punishing the player the ai is screwed over exponentially more...
[quote who="mqpiffle" reply="91" id="3062633"][EDIT: Just so it's clear: I'm not yet in the beta. I've read exactly one post where the poster has come to the following conclusion and it was a huge red flag for me. If others could test and confirm (or deny, for that matter) its truth, I would be most appreciative.] So, I just found out that the xp gained from a battle is not SPLIT, rather all the combatants involved on the winning side GAIN THE SAME AMOUNT OF
This has actually been a problem since WOM as any enchantment you cast would not update till you dispelled and recast it.
So far it seems like the idea I proposed is the only one that really fixes anything or comes close to fixing it anyway. However it seems there is a misconception or two so allow me to try and explain it a bit more thoroughly. The idea is that you get a starting soft level cap of say 4 or perhaps a bit higher depending on difficulty. now by "soft level cap" it doesn't mean you get to level 4 and then stop gaining experience, you simple just gain it more slowly. For examp
Taking Wizard1200's idea even further... give the heroes a starting soft level cap of about 4 after which they gain maybe 25-35% xp and then adding a few techs to perhaps the warfare tree that can increase that soft cap by another 4 or so levels. This way it will hopefully keep heroes from outpacing armies too quickly and sort of make you have to choose between the two options for a military.