[quote who="geniusisme" reply="14" id="3532300"] Galor actually makes more mana from shards and his spells costs less mana, and those skills are at the root of the skill tree. He is ok, except for clairvoyance thing, which doesn't play well as a core mechanic. [/quote] ... and that's the problem, they are only there... and it's not enough to make a noticeable difference. So you build on it and spread that on to the weakest tree. That way, someone who s
Kalin
Aren't we over thinking this a bit? I mean, I love some of the ideas being thrown around, but the fundamental problem with the Wizard atm is really just a lack of mana to fuel his spells. So he ends up feeling like just your average guy instead. If it was me, I'd just give the wizard some extra mana for every shard, then make each clairvoyance pick also reduce the mana cost of spells by 1... call it magic mastery or something. That way, he doesn't just cast more spells, bu
[quote who="mqpiffle" reply="4" id="3513902"] Just give two extra logistics at the beginning of the game. [/quote] Again, the suggestion is not about the logistic cost at the beginning of the game. The point is to make building outpost as defense viable. The reason the capitol gets 2 is simply a compromise between each city getting 1 free outpost support (which seems a bit too little) and 2 free outpost support (too many). Just giving out some free logistic ha
Just had this inspiration while playing around... As an addendum to #2, if implemented, it would be awesome if you then sprinkle some extra outpost support into the Guardian skill tree (like divine favor in the Priestess'). This could give the Guardian a tower defense-esque aspect to her game play, as it would synergize particularly well with her geoscaping abilities. Basically, instead of raising mountains to seal yourself off (kind of bad given the time limit aspe
For the 2nd change, it's not about the logistic cost at the start, but rather its a compromise between being able to build outposts for defense or not. The reason outposts cost logistic now was because earlier people could spam a ton of them to take down a lot of your enemies and became a bit cheesy. Them costing logistic has made that almost impossible. Having some free outpost supports and making extras cost logistic allows you to build SOME for defense and makes sure you put those to g
Just had a chance to watch the twitch stream replay (dec17) where Brad was talking about possible changes to outposts usage of logistics, so I just wanted to throw this out there: 1. Have resource improvement not cost logistics. I agree with Brad, intentionally not building on resources seems a bit odd (given that you probably want every bit of advantage you can get against the SK). Sure, it's a choice, but it really just makes lesser resources seems insignificant (