KnownElephant

KnownElephant

Joined Member # 4615697
0 Posts 5 Replies 43 Reputation

I do think it would be nice if there were a starting profession that boosted non-summon, non-damage spells but I don't think Fire or Air are in any way mandatory. Starting at level two in pretty much any school can get you through your first few levels, by either increasing your defense with Earth, slowing your enemy with Water or just out healing with Life (Death has the worst first two levels in my opinion but Curse still lets you get there). You might need to chose an axe/b

52 Replies 25,184 Views

My problem with your idea is that it makes champions sort of mandatory components of any army. Champions aren't always super common and sometimes you want to field a lot of armies (especially if you are an AI player). But more importantly if someone gets more champions than you they are going to be able to field more armies, with more powerful units in them (since they didn't have to get the scout trait) with high strategic maneuverability. This seems like it would b

49 Replies 23,160 Views

Line of sight is a cool idea but doesn't really solve the problem. Being able to break line of sight prevents melee from dying to kiting, but it doesn't allow melee to get close to the kiter because what allows the kiter to kite is their turn/movement advantage. It basically creates a stalemate where melee hides in the trees and ranged waits for them to come out. Neither can win which in my opinion is not any more fun. As for the control

218 Replies 398,899 Views

I think not moving and shooting in the same turn is pretty reasonable, since it is pretty common in this type of game (though since I actually like playing the shooty armies I hate it). I still think that kiting would be a much smaller problem if there wasn't the ability to take a million turns, which is primarily initiative being problematic. As for not being able to make contact that's why I suggested the debuffs be spells. My understanding is that champion

218 Replies 398,899 Views

I don't think people need to keep suggesting ways to nerf ranged combat, my understanding is that it is already pretty weak. Being able to take more turns just scales really well with all offensive abilities. For example if one had to choose between doubling damage and doubling the number of turns one can take, turns is always better, because it results in the same total damage and gives more movement. Further it allows di

218 Replies 398,899 Views