[quote who="seanw3" reply="133" id="3237627"]Rebalancing Monsters to Prevent Kiting on the Large and Powerful 1. Does it match the games focus? Yes. Large, one unit monsters are part of the game. Making them impossible or nigh impossible to kite seems a must have. 2. Does it solve a problem? Yes. With the right amount of extra moves, counterattacks, teleports (called flying strikes and burrowing), random charges and deadly ranged attacks the problem
ddd888
[quote who="Heavenfall" reply="130" id="3237619"]As long as Freeze is in the game, every enemy without a constant ranged attack can be kited.[/quote] well that just one of the non balanced spells in the game try putting 150 mana on it and see if you can kite each fight :P
[quote who="Derek Paxton" reply="126" id="3237602"] Quoting cardinaldirection, reply 111 Quoting joasoze, reply 109 If you focus on initiative and movement there is not much the monsters can do about kiting. Ensure that every unit (& monster) in the game is proficient in at least one of the following: initiative, movement, or range; either statistically, or via abilities that weaken an opponent's stats. I agree with this with some addit
[quote who="GFireflyE" reply="7" id="3237593"] I'll toss my idea here too: Have the tatical map decrease in size every X turns. This allows units to initially kite, but with a time limit, as eventually they must duke it out in melee. [/quote] it seems counterintuitive as solution :P also i think its quite complicated to realize
do you guys understand that this system totally DESTROY the balance that is already on the edge with turn limit all melees will be even more useless the point of melees is that it take N turns to start doing things, but when they do they are strong making a limit means every melee is so much less effective also its basically a kiting exploit even empowered basically every battle restart with melee far aways FORCED to take n hits each rest
[quote who="Heavenfall" reply="2" id="3237547"]In my mod I am moving most tactical health regeneration over to a 10 round timer, ie it stops working after the unit has acted 10 times. It doesn't remove the problem with units filling up health by idling in easy battles, but it should put a stop to those who use it to build super-high initiative units that go in, fight, then retreat and kite until they are full health again.[/quote] thats a good idea with mons
so are you referring to traits ?
turn limit just mess so many more things that the problems it solve lets follow guide for game designer: 1. Does it match the games focus? not at all game focus was never supposed to be on hit and run 2. Does it solve a problem? well arguably yes even if there are 320 better ways to solve it 3. Does it solve multiple problems? surely not, also it CREATES multiple problems 4. Does it have drool factor? no, i
[quote quoting="post"] We do want players who have invested in their champions to be able to win epic battles, single handedly. [/quote] i just hope you change your mind on this its so bad mechanic and so uncool i dont want to waste words on it
true, like noble legacy does basically ok, its not exactly what i need but can be adapted to it thnx very much @ mqpiffle the problem is that i dont want to change the value, i want to change other stats for example for spells i can make different ranks like fireball 2 with cooldown of 2 fireball 3 with cooldown of
[quote who="parrottmath" reply="98" id="3237466"] Strategic regen keeps the downtime on an injured hero. If you fight a battle and get pounded with say 4 hp left. You're probably not going to do the next fight until the hero is somewhere around 20 hp for a little cushion. It takes a long time to heal naturally, so regen is saving you time for a healing hero [/quote] but you dont need to heal naturally if you have regen you surely have heal too<
[quote who="Derek Paxton" reply="99" id="3237472"] Trolls can still regen in tactical. Regen has been nerfed because of balance issues (as you guys have noted). Im not done with regen. I'd like to address kiting in another way (turn limit on tactical battles) and then return regen to its old function, but its something I have to play with.[/quote] yes i always said regen was incredibly op and i agree something had to be done im jus
thats too bad and i suspect calculations arent working into traits right? any way i can give a dynamic buff with a trait ? or can i have a trait giving a buff to the unit at all?
[quote who="Frogboy" reply="103" id="3237367"] Whether we released FE tomorrow or a year from now, you will always have people who think it's not done. [/quote] yes but having 90% of ppl saying it or having 2% of ppl saying it is a bit different dont you think? basically its like a government said "ehy we could provide 1 M jobs but we have 1M and 100 ppl unemployed so we rather not do it because there will be anyway someone complaining" cmon...</
[quote who="Bellack" reply="108" id="3237388"] Well the CIV4 Vanilla is not a very fun at least not any where near as fun as CIV V. What made Civ 4 replayable was Dereks mod (the Fantasy one I forget the name now) But even then I never enjoyed the combat aspect of the game. But I love how CIV 5 handles combat. And with Gods and Kings the AI got much better. [/quote] i repeat mods arent the game but also are made possible by the game</
[quote who="Kongdej" reply="93" id="3237389"] Quoting ddd888, reply 92regeneration not working in tactical is a huge nerf, probably due though but maybe regen in strategic only make the enchant totally useless dunno Gotta be more powerful than now if it only works on the strategic map in any way, that is true. Sincerely ~ Kongdej[/quote] yeah but how? the problem is just the purpose its true sometimes you take l
regeneration not working in tactical is a huge nerf, probably due though but maybe regen in strategic only make the enchant totally useless dunno
1)when is reseted the calc? ie i have to add + n to dodge and accuracy, do i have to do gamemodifier adjust dodge calc,get unistat n value=calc /gamemod (calc get reseted here) gamemod adjust accuracy calc, get n blablabla or i get calc first time and it works even on second modifier without recalling it? 2)can i use calc on stats different from value? i tried<
[quote who="seanw3" reply="84" id="3236830"]That is the problem with game companies. Many times the people that made the game great leave. So you have the same name, but a weaker dev team.[/quote] well im sorry for them but thats the price they have to pay you want to make a movie and call it BATMAN? its ok, that guarantees you millions more ppl than if you call it brickman but you have to pay a price, you have to keep the standard as high as other batmans or ppl will
[quote who="CdrRogdan" reply="85" id="3237041"]Civilization V is miles better than it's counterpart in replay value (the civilizations actually felt different to play from one another) and strategic combat, and the expansion fixed the AI incompetance, along with some other balance issues. I think where people are giving praise to Civlization IV is in relation to all the available modular components. Heck the expansion Beyond the Sword came with several 
[quote who="seanw3" reply="44" id="3236820"] One attack with high damage is doing more damage against armor. So daggers are better against lightly armored units with two attacks. A Dagger with one attack would be better against highly armored units. The difference is how they scale with defense values.[/quote] i would just pick THE damage that would make it equal to 2 attacks... you cant say its more or less, i pick the one equal... but ok, ofc the sc
yes exactly i though the same basically to make things perfect we would need a diminishing return for many stats, so that stacking doesnt make them op like dodge is anyway the point is a good player knows he has to stack whatever he is going to get, there is no point in building something with 5% dodge, 5 accuracy, 5 spell resist stacking is the correct way of playing things so balance should prevent the right gameplay from being op if a wrong ga
yeah it seems the only way to go, those passive dodge traits makes no sense to me ( same as warg bonuses ) and dont forget there is blindness that is pretty much a cheat, or fortify and enchants etc etc
why dont you just nerf it? i dont get why you keep this absurd vanilla values
[quote who="Werewindlefr" reply="39" id="3236642"] what difference does it make if you call it "attack twice" instead of just buffing the main number? A huge one. Attacking with a dagger fails already on leather. Attacking with a sword, not so much.[/quote] you just cant follow whats the difference between giving 2 attacks with low dmg and 1 attack with more dmg, STILL WITH A DAGGER gameplay doesnt change