n0fo

n0fo

Joined Member # 5184083
2 Posts 14 Replies 293 Reputation

Teleports and other utility spells that synergise well with warrior/assassin/commander. ie, road movement buff, "domain" type spells, more rituals that have permanent effects on units/heroes. I would also like to see all spheres be able to turn nodes.

75 Replies 235,979 Views

I tend to agree that if a forest is part of a cities buildable border then you should be able to build a logging camp.

17 Replies 9,531 Views

Oh yeah, definitely a few other spells aside from the ones I have mentioned. The convert shard ability is too strong but only because death spells scale so well with it and they have such easy access to them. Lowering the scaling or tying the scaling to a different thing (ie level and have shards for mana reduction) for the destroy army spells and giving all factions the ability to morph nodes would largely fix this.

7 Replies 10,304 Views

[quote who="GFireflyE" reply="25" id="3327597"] Quoting n0fo, reply 18 IMO it should take 1 turn to raze per level of the city, makes sense to very quickly burn down newly formed cities while taking much longer for established ones. This is an interesting idea. Another idea: When you choose to Raze, the raze happens dynamically to the equation 2xlvl = raze time limit where each turn that goes by reduces the population

30 Replies 80,638 Views

[quote who="psychoravin" reply="6" id="3326362"] @abob101 Yeah where do you get off telling other people what they can or can't say? You're just a troll and you should get off if you want to play that game. As far as the AI being able to raze when it chooses I like that as well even if it is a bug. Perhaps they may see it as a perk to the AI at higher levels? I could go for that.[/quote] He is reporting a bug, an obvious bug. Clown comes i

30 Replies 80,638 Views

Agreed, buffing magic resist and other elements would be ideal. edit: Reasoning is armies that stack magic resist should be _good_ against mages not just get wrecked slightly slower. Also there should be other options for pure mage chars aside from death/fire.

7 Replies 10,304 Views

Well, there are a few things that should be done to address this IMO, nerfing the scaling of spells in general when there are only a few select spells that are OP to an extreme when stacking magic damage + spell mastery is unnecessary although would work. 1) Easiest way to fix this would be to replace spells that do raw damage to entire armies with strategic spells or tactical utility spells/debuffs. 2) Remove ability to convert shards O

7 Replies 10,304 Views

From what I have observed so far, death mages with the aforementioned perk lategame are pretty much walking gods. Once you have 6+ death nodes and a decent level mage character your dirge and howl (if you took water) can level armies with 1 or 2 spells quite readily, this is not difficult to accomplish at all with the ability to convert any node to a death node. Not to say that a faction that focuses on having a powerful mage for their leader shouldn't be a fo

7 Replies 10,304 Views

[quote who="Borg999" reply="3" id="3325583"] Quoting n0fo, reply 2Blind is extremely potent. High dodge army + blind + infection is a brutal combo. Not every one has a high dodge army or can cast the infection spell... That being said, I think it would be better to increase the manna cost or decrease the spell duration rather than nerfing the effect.[/quote] Very true, just giving it an example where i

15 Replies 7,324 Views