Mtrixis

Mtrixis

Joined Member # 605627
148 Posts 294 Replies 1,136 Reputation

I think it's good to have the civic tree so that you're forced to choose between empire growth or military/magic growth, but I do agree that the civics tree is... boring right now. It could use some more interesting techs. There's also other discussions on the forums about cities in general - they're pretty boring right now, and the civics tree is part of that.

20 Replies 4,926 Views

Spell scaling across the board needs to be looked at I think, not just healing. Evocate adds too much power in a handful of traits, as do spell damage % items, while shards add relatively little without those huge % boosters, and int and levels do nothing. This creates a weird case where any character with evoker talents can cast 'full strength' nukes with if they luck into the path of the mage after taking another path, and it also makes for really sharp spikes in dam

16 Replies 19,364 Views

Yep, I'd also like to see them put in hotkeys Push 1 and you get the first row, then hit a second number to cast a spell, or They could do something like push 1, first 5 items highlight, push 1-5, cast spell. Push 2, second 5 items highlight, push 1-5, cast spells - would let you use only 1-5 to cast any spell or ability on the long ribbon right now. You could even add a third press confirm, with the second press popping up tooltips, so you know what you&

8 Replies 10,092 Views

Playing on the cloth map sucks. I had to do it for most of Elemental, and now I have to do it in mid/late game FE due to fps problems and poor ui responsiveness in the 3d view. I love the cloth map in concept, as a tool for getting a quick strategic view of everything, but even in that respect I don't think it does its job well - borders are too hard to see, roads are too hard to see, city names are too hard to see, and without the small info-icons they added, I wouldn't be ab

41 Replies 20,930 Views

I don't think anything drastic should be done to heroes until the really obvious balance issues are addressed. Removing a handful of problem issues will pare their power down greatly, and if that is done on top of other nerfs, they'll be too weak.

146 Replies 70,428 Views

Too slow - I'm actually totally ok with generalizing early, specializing later, but it's still too slow currently. I've finished multiple games without reaching the end of any of the three trees.

16 Replies 10,619 Views

[quote who="Wintersong" reply="6" id="3063567"]It's slow and I can wipe the map (if choose) before I come close to reach the heavy armours. But I play in small maps against 3 AIs. Larger maps would be still slow but in theory allow to get farther into it?[/quote] Nope, finished games on small, medium, and large maps, still have yet to reach the end of a tree before winning. In fact, on the large map, I didn't even have metal armor when I won [e digicons]:rofl:[/e

9 Replies 3,188 Views

I actually do like the idea someone brought up of having monsters occasionally 'camp out' on caravan routes. Should probably only be 'intelligent' monsters, but I could see a drake wanting to get fat on a trade route too [e digicons]XD[/e]

56 Replies 157,793 Views

Agreed, its too slow. I've finished multiple games and have yet to reach the end of even one tree without pinning an AI in the corner and simply letting turns pass.

9 Replies 3,188 Views

25-ish turns I think? Pretty sure it breaks NAPs/alliances as well. I had it bug out completely, I cast it, it completed... nothing happened. Had to cast it twice to win [e digicons]:typo:[/e]

9 Replies 6,019 Views

I totally forgot to mention the tac combat, added! It needs more work than the other areas I like, but its wayyyyyyyyy more interesting than WoM was. It starts out bland due to the spiders and bears problem, but once you're fighting troll priests, drake packs, elementals, and so on, its cooler. They just need to add greater variance to monster and garrison stacks and some battlefield terrain effects/chokepoints/elevation/whatever and it'll be appealing. There are actua

9 Replies 2,895 Views

I don't care about the equipment really, without strength and offensive talents, a mage does no significant damage with that axe, and the armor is necessary due to the lack of defensive spells/traits - it's the only practical way to raise the defense on your heroes. They actually already have a balance mechanic in place to prevent mages from loading up on heavy armor - encumbrance... But then they break that mechanic immediately with mounts, who remove the need to worr

14 Replies 15,511 Views

Yep, sure is. There's no channeling limitation in combat either, for whatever reason. It'd be a totally separate post, but I personally really dislike mana as a balancing method, because it's binary: you have it or you don't, and if you do, you have infinite spellcasting. I'd rather see a cooldown based system, possibly with mana used to infuse magic item creation or certain specific very powerful ritual spells with game changing effects (a 'currency of power&#

38 Replies 94,608 Views

No, I was playing against Hard AI who were wayyyyyy ahead of me on the tech tree. These were full-size regiments with metal armor/weapons, when I still had leather armor and maces or whatever. Beyond that, as I mentioned, you don't NEED to be super high level to get this kind of power. Spell damage is extremely flat, it only increases via two things: more shards (I rarely get this bonus) and % damage increases from traits or items. I never had any items that boosted it, but you ca

12 Replies 3,134 Views

Tech research at 'normal' speed is glacially slow, even if you adjust taxes. I'm actually playing a game right now with 'fast' tech and... it doesn't seem particularly fast. Dunno, I'll expand some more and see, could be it doesn't show up until you've developed a bit. I'm assuming it's just a % multiplier on the cost of research techs.

64 Replies 161,170 Views

Yes except I was playing on a large map, and as a consequence of the size of the map, lack of transit means (no city gates, no map portals), and the number of hostile AI and terrain between me and the other AI, having a tiny number of cities tucked away in one corner of the map was a _huge_ defensive boon, beyond what seems an obvious benefit of running less cities in the first place. I don't have any problems with a choice between few/many cities being an interesting strategic ch

22 Replies 20,823 Views

There appears to be no way to bring up a menu in tac combat to tinker with options or even to quit the game. I'm assuming (hoping?) that a suite of tac combat options is coming, but if not, uh, we could use one :P (my first request: the ability to turn off auto-center camera on next ready unit, drives me nuts [e digicons]X([/e] )

0 Replies 1,029 Views

You seem to be misinterpreting the thrust of my complaint - I don't care about strong magic, I LIKE strong magic - my problem is specifically with the power of initiative. Barring situations where you grossly out-tech and out-level someone, one turn fights should never happen (much less when fighting against enemies with _superior_ basic troops to what I could field). The combination of initiative and what SHOULD be multi-turn spells that are aoe and inflict multiplied damage agai

12 Replies 3,134 Views

Ah, just meant XP seems to be distributed equally to all heroes in a battle, I don't think it's split up in any way, and it needs to be (4 heroes should level 4x as slowly as 1 hero in a stack of doom, natch) There's a lot of ways they could go with the heroes, the systems they have in place are being warped by a handful of balance issues, the core mechanics are sound (I've experimented with not abusing any of the problems to see how they handle, and they're not gr

22 Replies 20,823 Views

Kohan is the Best RTS Ever, so I'm kind of biased :P The slot system is pretty cool, but I think they should go with extending what they already have in place, rather than tossing it completely - tinkering with the city-traits, and expanding the range of unique buildings with conditions for their acquisition, while reducing the number of no-brainer buildings and uninteresting busywork buildup. It's a shame the building placement stuff is close to irrelevant right now,

64 Replies 161,170 Views

Since I've spent the last 50+ posts (no, seriously: https://forums.elementalgame.com/posts/605627 ) doing nothing but reporting bugs or critiquing the game or the engine, I figured I'd throw out some stuff I do genuinely like about FE. To be clear, I had zero intention of picking up FE after the Elemental mess, but Brad's insistence that they're going to do a real beta this time around, giving it the t

9 Replies 2,895 Views

[quote who="Heavenfall" reply="3" id="3062955"]Please do not judge the game based on your poor experience so far. A big reason for open beta is to test the game engine. There are, as you know, literally tens of thousands of possible computer hardware combinations. It is impossible to test for a company like Stardock. A game that does not crash is the most important goal, for any game. It cannot be a success if it crashes. Many times in E:wom I was enjoying myself greatly, only to h

41 Replies 20,930 Views

Balanced compared to what? At an equivalent level, with equivalent gear, no melee character can do the damage to an army in one turn that a caster can, it's not even close. Even WITH maul and high initiative, you can't wipe out as a garrison the way you can with a one turn blizzard. Sweep doesn't come close either, you can't annihilate a huge garrison with sweep, it isn't possible to get into the right position immediately (even with thunderstrike, you won't kill as ma

12 Replies 3,134 Views

The unit creator tries to prevent you from encumbering your created units with heavy armor, by preventing you from equpping gear that would overload you, but if you equip a strength perk, put on the gear, then remove the perk, the gear remains, as far as I can tell.

0 Replies 697 Views