Azunai_

Azunai_

Joined Member # 4419615
15 Posts 566 Replies 11,540 Reputation

hmm i don't find the LH tactical battles that much worse than eador's. eador is harder on the low difficulties and it has more stats (morale/stamina) and terrain features, that gives the battles more depth, but you always get the same premade units and it takes forever to get to even the second tier. LH is simplistic if you play on low difficulties or avoid challenges. i find the combat quite interesting when i don't turtle half the game, then steamroll everything with sup

51 Replies 149,303 Views

hmm to be honest, i don't really know - i just remembered some item names that i picked up over the last few campaigns. maybe i messed up my list -if that item is too powerful, just pretend that i wrote something less powerful :) they could also just create "masterwork" versions of some of the baseline troop items (maybe 50% more att/def than the default item) for the champions and leave the current champion loot as drop-only. if you don't find anything useful, you can at leas

6 Replies 11,624 Views

that's interesting. i bought eador about two weeks ago, played for a week or so and stopped playing it after that point. tactical battles are interesting in eador, but they tend to be rather repetitive and slow. the strategic layer has some features that make it interesting, but unfortunately the overarching campaign is pretty much broken, which is one of the reasons why i shelved it for now. the different shards are interesting, but despite the little perks (like worlds of war/knowledge/

51 Replies 149,303 Views

hmm Relias has always been a bit odd. for the other premade sovs, it's somewhat obvious which path(s) the designers probably had in mind, but Relias has a weird combo (Kulan, too, for that matter)

83 Replies 176,809 Views

hehe yeah, i guess champion armor is the killer here. i don't think i ever built a unit with armor upgrade in mind since they changed the rules. early units usually get the +1 init boots and finesse (rather cheap and pretty good at that stage - bumps spear damage from 5 to 8 vs. most enemies, or daggers from 6 to 9 - for just 6 labor cost), so designing them with an armor trait would just mean that they have one unused trait now, and another (mostly) unused trait later (the ini

24 Replies 28,884 Views

hmm the thing witht the higher levels of tax was that they seemed a bit overpriced to me. you start at 10% unrest at no tax, then 22% for 40% of max income, then suddenly jump to 38% unrest for a mere 50% of max income. never seemed worth it to me.

83 Replies 176,809 Views

yeah they probably won't be as effective as new units, but in some games i had some legacy units that survived the whole game and got rather high levels. the starting spearman upgraded to a company of pikemen with 200 HP is still useful as a meatshield. plus it would be really heartless to disband your most loyal followers ;)

24 Replies 28,884 Views

hm ok. your points are reasonable. i just have a different view of the level expectation. you get enough level ups to beeline to the end of one of the long trait lines, or you can mix and match other perks that seem more useful to you. also, don't forget the spellbooks - they are - in a way - an alternate tree for the paths (though some combinations seem fairly weak and don't really work out - for example, a warrior with water spellbooks). an example would be a warrior w

238 Replies 1,048,559 Views

yeah i thought about that, too. i mean, the cool stuff (orange/purple/red color code - don't know what the formal names for those categoreis are) should still be drop only. there should be a reward for slaying that dragon or titan. but i think it wouldn't be unbalancing or removing too much excitemen if some of the lesser stuff (grey/yellow color code) were available as a backup plan. not sure about the mage stuff, really. i guess mages are powerful enough as is, they work quite well

6 Replies 11,624 Views

interesting questions (regarding the troops). i think they didn't put that much thought into the XP system for troops. probably because it has a lot less impact then XP for heroes. troops don't compete with heroes due to the levels they may have gained. a level 10 spearman unit is still weak, even though it may now have ~50 HP instead of the initial ~25 and 70 accuracy instead of the original 60. it's the tech upgrades that make the troops powerful, their level just makes them a b

238 Replies 1,048,559 Views

i have a little suggestion that might be worth considering. in short (aka TL;DR ) : in addition to the mundane weapons/armor pieces, unlock some of the lesser champion-only weapons/armor pieces (like silver broadsword, toxic shortbow, warding kite shield etc.) to the shop. they could unlock with appropriate technology (i.e. add a champion-only shield to the shop at a tech that also unlocks a mundane shield for troops) why i think that addition wou

6 Replies 11,624 Views

well some of the later summons seem to be pretty impressive, so it will balance out in the end, i guess. lightbringer is good, but a defender champ is better, so again, it depends on the circumstances if it's worth picking him up. also, a trained tank unit doesn't require that much to be reasonably tough. with some leather armor and tank traits, they get to about 30 defense and 30ish base HP (+2 * number of figures for each level up), so they can survive a few punches (e

19 Replies 24,152 Views

here's one suggestion for the "UI" section: clarify the way traits stack. at the moment, it's not obvious whether traits stack or replace each other (they all stack, btw.). that's a fairly common question in the forum (a new version of that thread pops up about once per week). i suggest changing the descriptions/tooltips of the traits to better describe the mechanic, for example: "Lethal III - increases Attack by +5, cumulative with Lethal I and Lethal II f

107 Replies 259,835 Views

it's not a big surprise that the lightbringer is tanky. it's designed as a tank after all ;) the thing with summons is, the first side branch (wisp & lightbringer for kingdom, free skeleton and the skeleton horde + horrific wail for empires) is really powerful. those spells are extremely useful in the early game. the main summoning line (ice/air etc...) is a bit weaker initially, but it also contains an extra level offthe summoner trait that will improve all summons significantly.

19 Replies 24,152 Views

that problem has been reported several times already. it's probably on their ToDo list. my guess is it's a low priority item for fixing. you can easily avoid the exploit, and the game builds units at the current max size by default. half the users probably won't even notice that you can build units at smaller group sizes after you researched the larger troops.

1 Replies 2,279 Views

don't know how many people actually work on that game, but i guess it's reasonable to assume that they do have programmers working on internal stuff (fixing the bugs etc.) and designers/artist creating the content (in this case, the scenario). not sure if there's really a conflict when they do both at the same time. i mean, the patch notes actually do contain fixes, which proves that point (more or less)

83 Replies 176,809 Views

regarding dragons wasting your tank units: that's where the defender champions really shine (as it shuld be - we all know that it takes a heroic knight in shiny armor to deal with a dragon ;) ) . dragons have overpower, which multiplies their attack by the number of figures in the target unit. a defender can usually survive a few turns of firebreathing and melee attacks since he's a lone figure and thus immune to the dragon's most dangerous trait.

56 Replies 142,152 Views

[quote who="joeball123" reply="224" id="3354949"] ... Moreover, level 10 really is fairly low-level. The trait trees are designed so that each class has at least 25 traits available to it, plus 9 general traits and 4 spellbook levels per magic type. A mid-level champion should be somewhere in the 15-20 range (maybe a little higher, even) rather than the 7-12 range with that number of available traits. High-level champions (champions who have more or less all of the trait

238 Replies 1,048,559 Views

sounds like you had some fun ;) i guess i should try a proper ridiculous game some time. i'll probably get my ass handed :) that gold rush event with the titan is pure evil. i got that once back in FE - i was nowhere near prepared for him (happened on turn 100 or so)

56 Replies 142,152 Views

yeah those suggestions would work. i think the XP slider is the best solution. i think it's pretty obvious after 8 pages of discussion that there are people who want higher level heroes and others who are content with the game as it is. for all i care, just add the XP slider so everyone gets what they want. the in-game stuff like XP books could work just as well (i think i suggested the same thing a few weeks ago). more ways to trade power between heroes and your civilization (in this cas

238 Replies 1,048,559 Views

[quote who="moi-meme" reply="211" id="3354854"] Quoting Azunai_, reply 209 that's easy. there are no armies of doom until the point where the game is pretty much over, so i don't care about high tier units outperforming heroes or whatever. the interesting part of the game is the early/mid game. But that's ludicrous! There is no stack of doom at that time either! You have at most three heroes, and not level 15 or whatever you may

238 Replies 1,048,559 Views