i wouldnt call it deal breaker but yeah it would be much much nicer to have a placement, there was one guy who did a very cool plan for it dont recall who he was though
ddd888
yeah its cool ill try again to make some stuff and see if it works now
i think thats the reason some staff has -crit to preclude the base crit chance of every unit but yeah i agree spells shouldnt crit even though following another thread derek told bow attacks are spells, so removing crit would be a problem for archers i guess they should rework some stuff, or add some hidden -100 crit chance on spells dunno
i think crit multiplier is x100 that should be 50% more dmg on crit... and crit if stacked is over the top op
last update seemed to make many more skills work howl from wolves, some guy casting wellspring maybe it was improved someway?
great :D im really curious to see how ai performs after this and the monsters attacking from 982 :D in my last 2 games i always had some ai suiciding building near a dragon or so that few turns later started attacking and demolished them
it doesnt stack in amultiplicative way with others like evoker etc thats why its not exactly double so you see 28 but base dmg was 14 and you had path of the mage, evoker and stuff maybe tooltip should reflect "BASE damage is doubled"
+1 per level is still op but in general research values are very low that +1 is ok even end game imo also i dont know if that +1 get teh bonuses from buildings etc
yeah for few items could be cool for a change
yeah ignys is over the top op early game (and still good late game)
[quote who="Heavenfall" reply="1" id="3236989"]I agree! These quests are very easy for a huge reward so early in the game. Having a choice of what to pick - while cool - makes the rewards even more valuable because I can tailor it to what I think is better. Seriously, I often don't have to do anything in that rat quest. The encounter is a chance or something. Sometimes there's a corpse spider there (a very difficult foe) but sometimes I can just collect the club for doing a
well its frostborn not slow (Even if internally they are called the same) the ice elemental was remade just for this ability, if it wouldnt stack with others then it need another remake cause it would be useless
[quote who="Heavenfall" reply="327" id="3243730"]These extra-affinity abilities could also possibly be developed by any hero that equips the item. So if I equip an Orb of Justice, I may have a choice of developing an affinity for the item at level-up.[/quote] in general no( but some exception wouldnt hurt), this would be just a convoluted way to give a bonus to an item but there are very interesting use of this now that you make me think about it like cursed items you
like you said with so many items most of the times you wont have it so you will not use the same item always real problem is ai wont do any of this
well another reason is that champion builds are totally random :P warriors dont rely too much on good build, you get a sword or a mace is the same, you get +3 dmg or +3 critical is the same (not exactly but similar) while if a mage get the wrong traits or equip a plate and a maul he is much much weaker (also in a war human vs ai tactical combat of mages is much much complicated and so ai is much weaker if using deep magic)
[quote who="sweatyboatman" reply="5" id="3243711"]Well the sov grants them immortality I suppose. Part of the deal when they sign up. ThoughI would be okay with champs respawning though maybe elsewhere on the map. The op'suggestions are terrific! [/quote] yes true, they die, get a injury and respawn elsewhere (to prevent camping) and yes op suggestions are a must!
is there any way to target items with spells, other items etc for example to make cursed items, really break armors, add spikes to hammers stuff like that
im still pretty disappointed by champions recruiting at all it depends on factors you cant control, also the whole idea of different faction of champions make them unreliable, how many times you research to hire someone and then go there and some ai passed and wiped out everything? its pointless to add guardians too becuase if you make champions so hard to kill then why not make them unkillable in the first place? dunno this whole system i
yes paladin class did strike my mind but most of the common skills are not doable afaik (combat resurrect, magic shields, there are no undead (and few demons to make something holy worth it) auras are already in game) also i was thinking of real dualclasses (nothing fancy, just a couple of skills for all those stupid multipath champions) so paladin could be mage +warrior dunno as for restrict i made something similar i gave armor proficiencies to classes
oh thats why i noticed that huge difference playing under and over 3 cool lets see how it is now
didnt have the chance to play yet, how is it? seems quite strange tbh are there other things to compensate?
not only it deprives numbers of their significance but its also bad in a gameplay way if you blind an enemy and have high dodge your strategy IS not taking any phys hit leaving a chance just make RNG prevail on common sense and strategy if devs dont want a 100% dodge to happen im fine with it (in fact i told many times dodge was op and had to be nerfed) but that is to be done via balancing stats and buff/debuff
tbh it seems a terribad idea if i blind someone and have 60 % dodge i WANT to be immune to his attacks at least untile blind wears off i dont see a logical reason to use limits
Stoneskin does 3 (+1 per air shard) in defense instead of 4+2 air? is this a typo or the school of magic of stoneskin changed from earth?
if you follow the whole thread someone proposed to move it from starting tech to end game tech and increase and i agreed with him it seemed the best solution but anyway ill update the first post so newcomers can have a TLDR