MiamiBigAL

MiamiBigAL

Joined Member # 4660286
5 Posts 96 Replies 476 Reputation

I made a post about exactly the same issue the OP is saying and I still fullly agree. No game has really recaptured the "essence" of Master of Magic and I am honestly beginning to be doubtful that this game ever will. Maybe a MOD could fix it, but it is always better to have a quality vanilla in the first place. There are many different solutions the devs could take to fix the fundamental problem of overpowered heroes. MoM did it in a number of ways and I strongly be

9 Replies 47,082 Views

I agree Kongdej. You can easily rush faction power to levels where you can make everyone surrender without raising a sword. There should be a minimum ratio of something like 3:1 in faction power I think before a sovereign should even contemplate surrendering. I haven't had a battle against other sovereigns in months, even playing expert and above difficulties.

12 Replies 8,255 Views

[quote who="Raledon" reply="19" id="3233704"] Quoting MiamiBigAL, reply 18I would actually recommend not playing a custom faction/sovereign as they are way too overpowered to really enjoy the game. Serious nerfing of faction/sovereign points is needed--A good system is like in Master of Magic--if you customise a sovereign you have less custom points to spend when compared to a pre-made one. I have started only playing standard sovereigns now and it is a hell of a lot mor

30 Replies 99,642 Views

The reason you got such a good deal is because you have 200 influence. The more influence you have, the better deal you can get. The REAL exploit is that if you have something like 50+ influence and the person you are trading with has no influence, this grants you a good "exchange rate" both ways and to continually commit arbitrage until all your opponent's resources are in your hands. For example, I may be allowed to trade 1 crystal for 4 metal. Then I could t

2 Replies 3,333 Views

It may be bugged just like Despair is. My party of 6 level 10 heroes got killed in one shot from a Despair spell from the Dark Sorcerer. I think the damage done was 2x more than it said on the tin, and coal stones may be the same way. You can't rely on a counterspell or ranged units to kill the caster before he casts the spell in 1-2 turns. It would still be overpowered then. Against most monsters, they won't have counter spell or ranged units

14 Replies 10,083 Views

Actually Thadiana's strategy is very sound. I've used a custom faction like that with pioneer-rush builds and floored ridiculous CPUs easily. Research in this game actually is not that important early on as early regular troops at the moment are not really competitive. Moreover, the CPUs are not aggressive at all either, which makes it too easy to sacrifice research early on in favour of rapid expansion. The gaps between each research tier is HUGE, so you can a

30 Replies 99,642 Views

I just checked the notes on Despair. Despair does damage equal to 4x the level of the targets (but only half damage if resisted). For my level 10 sovereign, It should only be doing 40 damage without resistance, but it seems to do 80 damage without resistance, outright killing any non-hardy Sovereign. I'm pretty sure it's a bug. I managed to finally beat the Dark Sorcerer by using Mana Shield with 200 mana. If they are going to leave despair the way it

2 Replies 3,422 Views

I am not sure if this is a bug with the "despair" spell or whatever "hit all" spell The Dark Sorcerer uses, but... He one shots my Army of 6 heroes before I even get a go (all levels 8-9) and gains 300 attack whilst doing it. I am assuming he is not supposed to be more powerful than the final boss but it currently seems that way. Alternatively, maybe I am supposed to get stupidly high initiative or impulsive and try to one shot him before he

2 Replies 3,422 Views

At high level MoM heroes were not overpowered. It took a long time to get the heroes to world-beating gods (Torin may have been an exception). In 10% of the time I could have gotten champion halfling slingers and conquered the world without breaking a sweat. Having heroes that can ultimately become gods is fine, as long as the opportunity cost of doing so is big enough to make other strategies viable. That is what the devs need to do when concentrating on balancing t

22 Replies 14,971 Views

The most important part of the OP's post is the comment about magic. MoM was "exciting" when it came to researching new spells. A new spell in of itself could completely change your strategy or enhance your army in a dramatic way. The Magic in FE is....bland. Part of the reason is b/c only sovereigns/champions can cast magic, instead of an "all-seeing eye" like in MoM. Unfortunate.

19 Replies 69,162 Views

That is what he is saying. He is now backtracking. It is a 4x game. It takes 2 seconds to nerf heroes and increase the strategy element of the game, which I am sure the developers will do in the next patch. It does not take the undoing of months of game evolution to do this.

22 Replies 14,971 Views

Just a quick one. I like the design of the new spellbook, but I can't turn any pages of it. I see the tabs for the different spell types on the left, but if I gain new spells the old spells just get pushed out of the spellbook. I am guessing there is some button that turns the pages of the spellbook, but for the life of me I cannot find it.

2 Replies 2,940 Views

The cap isn't the best solution. One of the only reasons to get accuracy-boosting abilities is specifically to get a higher rate of maul, and capping maul will end up nerfing an already underpowered ability. I think the accuracy penalty per hit should just be increased. Instead of -4, make it something like -12. After 4 hits, that is already 48% penalty.

16 Replies 4,173 Views

Simple concept really. It would be good if it was possible to retrain troops. It would allow for more complex strategy and I do not think there are any real negative side effects to allowing this. It might require a bit more programming but it's hard to see it being that difficult to implement. Basically, it would be good if you could reconfigure troop traits (and equipment) at a cost of production. You could "send" your unit to the barracks or whatever, in

8 Replies 6,455 Views

I agree there should be more spell interruption. The "arrow in the face" for a mage would be a good start. Right now, magic is just uber powerful mid to late game and makes non-magic units a bit pathetic. Archers, as said a million times already, are also pretty useless atm.

14 Replies 14,780 Views

Yes, I'd agree with everything you have just said. I like playing the game competitively rather than casually so i am very interested in high level viable strategies, which usually means high level optimal strategies in order to actually win. I am sure Beta 4 is going to involve a whole lot of new content, including a brand new city resource they have already hinted at, so hopefully we'll get closer to a diverse game for all!

69 Replies 197,457 Views

Orion, what you describe is the ideal--that there are many choices that MAY be a good idea depending on the circumstances. I'm sad to say that I just don't agree with you. The circumstances just don't change that much. The reality is that there are many different strategies that you CAN use to win, but I doubt there are more than a couple that can be considered optimal strategies. There is not enough variation in strategic circumstances

69 Replies 197,457 Views

I'd like to see demand surrender only become an option once the AI has only 1 city left, or something like that. You should at least be forced to fight a few battles before watching the guy keel over.

13 Replies 13,583 Views

Sovereigns surrender if their faction power is a lot less than yours. I made a post before about sky rocketing faction power through city spamming earlier with Master Scouts and using it to force people to surrender. You can actually declare war and demand surrender immediately after in the same conversation. I beat Expert in less than 50 turns using this, so yeah it probably does need to be fixed.

13 Replies 13,583 Views

I wouldn't implement a trade system unless it called for a lot of strategy to employ correctly. Otherwise it just becomes another worthless micromanagement time wasting issue if it does not add strategy to the game. So basically they should either go "all out" on implementing a fantastic trade system or none at all, because lets face it... without an intelligent choice-based system trading is soooo booooring.

25 Replies 7,983 Views

Yeah, Wizards using daggers is ridiculous. Even if a Stave had a +1 initiative bonus, I would still use a dagger, on the basis that magical staves as weapons still...SUCK ASS.

21 Replies 6,724 Views