Things that need to be fixed asap

Hi all (devs and players),

in my opinion..after playing 6-10 games on insane difficulty, finishing game w every game win condition there is couple of thing than needs to be addressed and fixed for better experience.

  1. First strike for everyone is pointless, make that as abilitiy of hero or creature
  2. In every game every battle is instant win if you take your Sovereign and one unit w Lords hammer Tier 2
    1. unit w LH have attack 96 and def 60 and that is enough to kill any unit till end of game
    2. combine that w confusion spell and there is no chance that computer will win that battle
  3. Teleport spell is made as low level spell instead lvl 8 or 9 and that makes exploring and defending territory under player control to easy
  4. Mana regeration is to slow (1 mana per turn) and that makes mage characters very weak in every aspect
    1. i always saves my mana for teleport spell because slow mana regeneration and its pointless to cast anything else

Another ideas to improve game:

1. its a good thing to have mana maintenance

2. mana reg rings or ability for heroes

 

Kind regards,

Mindspiel

 

 

12,289 views 12 replies
Reply #1 Top

I agree with yout first three points

I don't understand point 4, I think it is fine the way it is. 

as to your other 2 additional points, I have no clue what you are saying.

Reply #2 Top

Hi blaze,

i made one char as mage but after few turns or few battles mana pool w that char that relies on spells is empty.

With mana regeneration of 1 per/turn its pretty weak character and able to do something every 5 turns because mana pool is empty.

Ok, w have Tower of essence and stuff like that that make mana pool >50, but that pool will be empty until you wait for that many turns or use mana potion which is rare item.

As mana maintenance i was thinking on spell/ench maintenance on per turn basis.

Reply #3 Top

Highly disagree that it's pointless to cast anything else aside from port. An army of just summoned creatures does great early to med game. Yes, the horridly slow mana regen blows. Plans are in the works to address that (so I read).

I don't know about asap but here are some issues off the top of my head:

The empire get a low lvl summon by the name of Vigilent minion, it comes with an ability to hit every enemy unit on the field for 10hp, doesn't miss. Couple of these rapes early game. As a bonus they do triple retaliation damage. The other side get a summon named familiar "I think". Has no abilities. Might be imbalanced!

Have my town names appear over the AI towns and vice versa.

The AI make food boosting building in towns that have no food making ability.

Crashing to DT still happens.

Reply #4 Top

Agree.

Regarding summoned creatures...ok..its a personal taste...but if u cast some creature you are out of spells for min 5 turns or left w maybe 5 more mana for one attacking spell or something w no way to replenish mana...none. Thats not good.

Every strategic spell as summoned creatures or Motivation or Naturals etc. needs maintenance cost, primarily because balancing issues.

I never casted that Minion and dont know about that area spells but saw that on Demons.

That minion need to be nerfed for sure.

 

Reply #5 Top

 

Points 3 and 4 are in conflict. Although I think the spells are nieither balanced nor self consistent, and need a complete overhaul.

I think the answer to slow mana regeneration is to give your essence to your heroes and heroins. Lots of smallish essence stats of around 10 to 20 is better than one huge essence stat that never gets above 10.

 There is lots of stuff more important than point 1. As for point 2 just make a house rule not to use game killing exploits.

Reply #6 Top

Imbue a low level champion, usually spouse first. Every level up is +3 essense, so quickly I can have a sovereign with 20+ essense and 2 oe 3 others with 6-12. Then the kids grow up and start with essense and level up. By mid game I have at least 6 channelers or more. that are pretty powerful

As to the spell that is -10 for everyone, can't miss. That needs nerfed badly. However, it should also be fixed that a squad or company only loses 10 for the entire group while individuals lose -10 each. (Lessen the overall damage, but have it apply * the number of soldiers in the group.

Reply #7 Top

IMO, all the spells that damage all enemies needs to be eliminated.  The Vigilant Minion has it, as does one of the high-end mobs (Undead Lord, maybe?)  There is no scenario where that is fair given the current system.  The rest of the AOE attacks target a 3x3 grid.  That's more fair and reasonable.

Reply #8 Top

I am constantly using that spell that prevents counterattacks.  That's a bread an butter for me.

To be honest, though, while mana regen seems slow, the summoning woudl be too powerful if you were regenerating at 2 or 3 mana per turn in the early game.  That's a new creature summon ever 2 turns PER IMBUED HERO!

Reply #9 Top

Quoting Blaze, reply 6
Imbue a low level champion, usually spouse first. Every level up is +3 essense, so quickly I can have a sovereign with 20+ essense and 2 oe 3 others with 6-12. Then the kids grow up and start with essense and level up. By mid game I have at least 6 channelers or more. that are pretty powerful

As to the spell that is -10 for everyone, can't miss. That needs nerfed badly. However, it should also be fixed that a squad or company only loses 10 for the entire group while individuals lose -10 each. (Lessen the overall damage, but have it apply * the number of soldiers in the group.

 I can see it, but only has a super high mana spell and a chance of each unit resisting. Having the monster in the campaign cast it with 3 mana is absurd

Reply #10 Top

Quoting Blaze, reply 9



Quoting Blaze of Glory,
reply 6
Imbue a low level champion, usually spouse first. Every level up is +3 essense, so quickly I can have a sovereign with 20+ essense and 2 oe 3 others with 6-12. Then the kids grow up and start with essense and level up. By mid game I have at least 6 channelers or more. that are pretty powerful

As to the spell that is -10 for everyone, can't miss. That needs nerfed badly. However, it should also be fixed that a squad or company only loses 10 for the entire group while individuals lose -10 each. (Lessen the overall damage, but have it apply * the number of soldiers in the group.



 I can see it, but only has a super high mana spell and a chance of each unit resisting. Having the monster in the campaign cast it with 3 mana is absurd

I imbue using my caster Sov every Champ that has reasonably high Intelligence, before my spawn mature in the early mid game I'll have usually 8+ casters I try to keep 2-3 caster types in each army stack for teleporting and reserve mana based attacks as a last resort due to the long mana recoup delay but I feel it adds to the RPG feel - think pen and paper D&D... Melee types could go and go, but Casters had to use there brains over their brawn and use the right spell at the right time so as to not just waste magic... It was special out of the ordinary... ahh  yeah Magical, duh ;)

Accordingly, my caster champs have 11 of so Con/HP to just survive the -10hp AOEnevermissspellofdoom (boy what I'd give to have that in my repertoire,  no it's seriously OP) while the rest go into Essence/Wis and Intelligence.  Additionally, I rely heavily on summoned elemental armies augmented by man-flesh/man-troops.  I actually thought most people were using mostly summoned armies until I started reading the forums... I thought given the games title that the devs rather expected we'd go the summoning route...but you know what makes this game cool is that there are so many paths to success of victory... the shame is the bar is set too low.

Anyhow back to the point I am trying to make with this post is that by having so many channelers/casters that I can put them on a kind of rotation to allow others in teh stack to rest several turns while others are active.  They nearly  always have mana and if I do need something extra its there but not w/o a cast the rest needed afterwards.  IT's just that the magic should be stronger than melee/archers but its not. It's on par but the down time can blow chucks unless you create a solution to work through the limitations.  Also if I need to make more real estate to grow my towns (works for shorelines) then I TP my caster stack and give the sea and shoreline a facelift and voila growing room.  But yeah thats a drainer.  I like having to make tough choices.  That's what makes the game enjoyable.  All easy choices would make the game ... well easy.  Granted there is the AI and rework and bug fixing that needs to be done.  I still like the game a heck of a lot. 

 

Reply #11 Top

I am agreeing with you Gene, however I rarely summon myself. In fact, I should probably use more magic! Seems we also agree that imbue is the way to go. While it costs you 3 essense, you get some cheap total essence as the character levels up.

While I enjoy the game concepts, I really am just messing around not actively trying to pwn everyone or be as efficient as possible. Some could be the lack of a challenge, but mostly me being lazy :drool:

Now spells like flame dart, etc. should either be more powerful or cheaper, like 1 essense.  IMO magic should be used on special occasions. In battles where I have a big advantage, I just don't cast spells, there isn't a need.  What I don't want to see are spell casters running around blasting the heck out of everything, summoning massive armies in a couple of turns, then granting armor, attack, production bonuses at will.