ddd888

ddd888

Joined Member # 3558148
1 Posts 143 Replies 15,697 Reputation

yes blindness is not arguable its the first thing that i change when new patch comes, but i have a feeling others are a bit too strong too the problem is the stacking as for other things slow per se isnt strong but for example i love playing proci as support summoner ice elemental is incredibly op then too, if you get him to attack and stack with slow and chaos lucky proc the enemy is totally stuck (btw in general i find it a

9 Replies 4,208 Views

[quote who="Trojasmic" reply="7" id="3238327"] Ok Mr. Perfect... will you please let the Internet know how often you use Hurl Boulder?[/quote] well the point is i dont want this spell to be an option i want it to be an "emergency i cant go melee i just want something to do" skill in this optic it has its role, which is marginal and very situational, i basically want to use this only when my man is hardly damaged and cant go melee at all i put

20 Replies 4,925 Views

dunno if its doable with the actual code a check each turn also it seems overcomplicated i mean its a chance so you rather just calculate the duration at start maybe it would be cool to have partial resist and full resist

9 Replies 4,208 Views

i mean apart from despair which is op but i agree they have to be super strong casters so with just a small tuning it can be ok but now they have HUGE armor (at lvl 20 they have 20 def to everything.... kinda like drakes or stuff like that) 40+ initiative... i mean wtf, dark wizard 2 has 51 init...

2 Replies 1,858 Views

[quote who="Heavenfall" reply="16" id="3238197"]I would like to see something a little bit more aggressive than a boring mana cost. 1) sacrificing an entire shard to rejuvenate someone (you can only use the shard type of magic your sovereign or that hero controls) 2) "blood magic", sacrificing hundreds of population in order to restore someone to life but this also makes you lose faction prestige 3) "retreats" that function like hospita

17 Replies 16,494 Views

yes thats pretty much it so i think in general money was unbalanced on the maintenance part of the system even though mid end game there are so many expensive things to buy and champions to hire basically this game is so much different from every other management game because you need to keep a balance even for the first part of the game (like every other civ or so ) but you need to increase greatly the income as the game progress (while i

6 Replies 5,438 Views

there was this other thread https://forums.elementalgame.com/432625 while i like your idea atm i think its impossible duration can not be modded (and its a bad bad thing i was trying to do a similar stuff, i really hope they change very soon and allow us (and themselves) to make dynamic durations, cooldowns etc etc)

3 Replies 2,493 Views

yes i think spell casting is disabled into autocombat this is a MAJOR problem for many reasons the main idea i think was not wasting mana for easy fight, like if you go around with an army and meet a wolf you autocombat but dont want the ai to use buff etc to not waste mana the big problems are all the spell casting things are severely nerfed, both monsters but also mage champions are much much weaker in autocombat calculations &nb

3 Replies 5,468 Views

[quote who="joeball123" reply="5" id="3237987"]I dislike that this ability applies a stacking penalty - at present, the maximum cutting defense available comes from Masterwork Chain (52 defense) if you have it, or Champion Plate (37 defense) if you don't. Plate and regular chain are equivalent, at 32 defense against cutting attacks. This means that if I keep a couple groups of 9 axemen in my army, I can almost completely negate the defense of any unit relatively quickly, even

8 Replies 5,753 Views

[quote who="Heavenfall" reply="18" id="3238101"] There is no such operator for comparison ">", but if you have an idea how to accomplish it I am obviously all ears. It is keeping me from being able to add special abilities to units.[/quote] there is... check all is target worthy stuff they all are about is hp >20, is armor >10 etc etc

22 Replies 7,880 Views

yes seems good but you need to think something for champions surely sunder multiplied by troops count is good but what for champions? 1 armor reductions is more usless than backswing you would never use a axe on them

8 Replies 5,753 Views

[quote who="Heavenfall" reply="14" id="3237875"]There's no good way for modders to multiply damage after the amount of members in a unit. The reason is that 5 strikes with 4 cutting attack is not the same as 1 strike with 20 cutting attack. [/quote] its not like everything in troops need to be 5 attacks for each skill or the hell will freeze :P anyway if you really want it just make a long xml modifier1 apply d

22 Replies 7,880 Views

yes that would be much more balanced even though its hardly doable how to decide what is the real "time"? lets assumoe 2 units have on average 20 init time for that battle woudl be 20 then if you hast one it doesnt matter, turn would stil be set on 20 but what happens 500 turns later? maybe a fight face 2 units with 40 initiative would it make sense to set "time" to 20 even then? do you have

14 Replies 5,658 Views

[quote who="Markon" reply="3" id="3237848"] (As in, make it harder for champions to be as OPed, but also help make sure one or two good enemy debuffs don't cripple a character (or multiple characters) of yours for an entire fight, no problem)[/quote] yes thats the main problem, blindness destroy any non mage and has no counter at all, but in general i agree with you its just more balanced

9 Replies 4,208 Views

in my modded version blindness is like that, its totally nonsense the vanilla, i made it last 3 turns and its op anyway haste slow are quite ok but im probably nerfing them too with a duration tbh i think its far better to have support mages helping the team costantly with buffs/debuffs instead of the nobrainer buff all at start and gg ofc your not forced to use such a champion, you can make it nuker or warrior or what you like wha

9 Replies 4,208 Views

[quote who="seanw3" reply="8" id="3237654"] The danger is in the human poisoning the whole army, which does massive damage overall. The AI won't switch targets for the sake of poisoning. Humans do it every time. So there is no real hope of balancing the use of poison in that respect. At least making it stack helps the AI a little.[/quote] yes this is the greatest problem i encounter that i have to think 10 times how to make things not so nerfed for ai [quo

22 Replies 7,880 Views

im trying something cooler, i gave all daggers bleeding effects (which is similar to a poison, just stronger because its not reduced by resist/poisons def ) basically each attack deal few more dmg for a few turns(not many, its supposed to be less dot than poison) (being true damage also solve the problem of dagger being so inferior against armored ppl) also i made few stats to modify strenght of bleeding and its length and traits for champions to improve in many ways bleeding, s

22 Replies 7,880 Views