harmonius_

harmonius_

Joined Member # 4822386
82 Posts 132 Replies 12,529 Reputation

Adventurer's Boon (+10 HP) is still overpowered. Let's compare it with Quick trait. At level 1 champion have 17 HP and 22 Initiative. +10 HP is +59% power to champion. +1 Initiative is +5% power. 59% vs 5% is too huge difference. Say, at level 15 champion have 45 HP and 30 Initiative. 22% vs 3%. I understand that Adventurer's Boon is rare and Quick is common, but tenfold difference is glaring. Also all other passive traits are much weaker than Adve

0 Replies 566 Views

[quote who="Trojasmic" reply="100" id="3237478"]Not sure about the turn limit on tactical battles. What's the point? We'll just attack the same group next turn and do our kiting/regenerating stuff all over again. All we've done is slow the game down then. Anyway, keep playing with it. That's what I do.[/quote] Yes. Turn limit is not enough to stop kiting. We need some additional fixes: adding combat spells (or buff existing spells) and cou

159 Replies 301,480 Views

Some easy quests have too big rewards. "Escort Noblewoman" gives superior Ignys Longbow or 300 gold. "Rats in the Ruins" gives 300 gold. [0.982] Things are more polished now. So quests stand out. 300 gold from easy quests ruin economy. Why you should bother with economy if you can get 300 gold for nothing in "Rats in the Ruins" quest.

20 Replies 5,142 Views

[quote who="Derek Paxton" reply="3" id="3236718"]If there is non-combat for x turns is still as gameable. I think we need to limit the amount of total turns for tactical combat to stop this behavior (if combat isn't completed in x turns its a bounce and the attackers are moved back to their original tile (all units that died on both sides are still dead). There are some considerations, such as exposing an issue where defenders are now incented to run around forever to cau

13 Replies 3,541 Views

[quote quoting="post"] Changed hit points from 4 (base) + 4 (per level) to 6 (base) + 2 (per level) so a few levels don't make such a dramatic difference [/quote] Hardy and Adventurer's Boon traits need some balance. Adventurer's Boon is must choice now.

159 Replies 301,480 Views

Regeneration still forces the player to run in circles in tactical field to regenerate full health. https://forums.elementalgame.com/431289

13 Replies 3,541 Views
Reply to HP Level Bonus in FE Beta

[quote who="ddd888" reply="9" id="3233084"] quoting post HP Level Bonus is the same for all units: 4 HP per level. So units becomes tanks in mid-late game. Sometimes you need dozens of strikes to defeat a unit in mid-late game. It is tedious. Early battles are much faster and more enjoyable. Maybe we have to lower HP Level Bonus to 1-2 HP per level. hp per level are quite fine there are many other stat

11 Replies 3,365 Views
Reply to HP Level Bonus in FE Beta

[quote who="King_Felix" reply="3" id="3232898"]But you also get access to better weapons and therefore higher attack values? On one hand people complain about uber heroes, on the other on recruited units with too much HP?? [/quote] Champions are units too. They gain 4 HP per level too. Champions gain levels much faster then units. So lowering HP Level Bonus nerf champions even more than trained units.

11 Replies 3,365 Views

HP Level Bonus is the same for all units: 4 HP per level. So units becomes tanks in mid-late game. Sometimes you need dozens of strikes to defeat a unit in mid-late game. It is tedious. Early battles are much faster and more enjoyable. Maybe we have to lower HP Level Bonus to 1-2 HP per level.

11 Replies 3,365 Views

[quote who="Heavenfall" reply="92" id="3231664"]All monsters should have counter-attack[/quote] Yeah. I like counter-attack mechanics in HoMM and Age of Wonders. In FE units without counter-attack are like cannon fodder.

153 Replies 131,186 Views

[quote who="Frogboy" reply="82" id="3231554"]The other thing we'd like to look into is how to stop kiting from being so effective in tactical. We have some ideas on that which will make their appearance in Beta 5A hopefully.[/quote] Ideas to stop kiting from Age of Wonders: - Tactical battle is limited to 25 rounds. If battle is not finished within 25 rounds, attacker loses all his moves in global map. - Unit should have remaining moves to attack, use ability

153 Replies 131,186 Views

[quote who="seanw3" reply="21" id="3228765"] Most of my work started out with a post like this aimed at equalizing the hero-troop issue. I have solved the problem rather well, though there is certainly more than one way to do it. I have tried to incorporate many different elements of the game to balance the issue. Spells, techs, XP level, and improvements all help make troops and heroes play on equal ground. I even set up each faction to work in the system wildly different. To complicate

23 Replies 23,585 Views

Maybe Slow/Haste spells should decrease/increase Initiative by a percentage rather than a number. Now if target unit has 10 Initiative, Slow spell (-4 Initiative) slows him significantly, by 40%. At the same time if target unit has 30 Initiative, Slow spell slows him by 13%. Too big difference between 40% and 13%.

2 Replies 4,502 Views

All units in game can have innate specialization (except maybe the champions). For example: Warrior: medium health, medium defence, medium attack Mage: low health, low defence, high spell mastery, high spell resistance, bonus to fire/cold/lighting attack Assassin: low health, low defence, high attack, high critical chance, high dodge Defender: high health, high defence, low attack Each unit has base stats according to

1 Replies 3,953 Views

Trained units are weak in comparison with sovereign/champions. I will not build them even in a separate queue. I don't need weak units. At first trained units should be improved a lot: higher base stats, higher weapon/armor stats, lower production/resource costs.

30 Replies 13,169 Views

Now Regeneration enchantment is OP, because it really gives you full health all the time between battles for as low as 15 mana and 1 mana per turn. Also it causes you to spend time on skipping many turns in tactical battle. It is boring like kiting monsters. Imho it should be fixed.

10 Replies 10,635 Views

You can abuse Regeneration enchantment in tactical battle. For example, you fight with weak monsters and not finish them until your enchanted unit regenerates full health. Maybe regeneration should be stopped when your unit achieves Max Tactical Health. Max Tactical Health is maximal health your unit had in current tactical battle.

10 Replies 10,635 Views

Higher game difficulty - more health enemies have. You spend more time to defeat them. It is boring. I suggest enemies should have more attack, more accuracy, more critical chance and slightly more health in high game difficulties. Now enemy monsters and units have triple health on insane difficulty. Other parameters are the same as on easy difficulty.

1 Replies 3,886 Views