Stupidity10

Stupidity10

Joined Member # 4220427
0 Posts 47 Replies 535 Reputation

[quote who="Xenomath" reply="8" id="3091065"]Aren't those own territory only? I like how fighting on your own terrain gives you an advantage[/quote] I like that as well, however fact remains every lv1 fire mage can cast pillar of fire from anywhere and late game their is no reason not too and no defense against it. OP, game need more protection from elements magic [quote who="Xenomath" reply="8" id="3091065"]The initiative bonus of nonmagical weapons for wea

13 Replies 4,748 Views

Currently quests in elemental are fun and an important part of the game. I just played 300 turns into a game without any quests so I should know. My suggestion is that Inn's be reworked into hubs for mutiple quests. Instead of supplying a random quest of a random level, Inns would start with an easy quest and when completed offer you a medium quest and so on. You could even make it so that if you fail a quest from an Inn, a new one could be offered. This would cut back on loading.

1 Replies 1,388 Views

[quote who="Heavenfall" reply="2" id="3090823"]The same goes for those wildling boars that wildlings ride around on.[/quote] Those exist as mounts already. -Fire/ice/lightning robes: 20% dmg reduction vs their element and 15% tactical spell cost reduction. -More useful and unique Ranged staffs that actually buff mages of all kinds -More full armor sets (Naja scale, spider silk, Drake scale) -More spells tha

25 Replies 16,453 Views

Good point, we need the ability to buy apprentice robes early game and some more loot robes. Only ones ive ever found are apprentice, mage and arch mage from treasure chests. [quote who="seanw3" reply="3" id="3090798"]Summoner I-III should add new spells. [/quote] Hmmmmm, interesting. Maybe a lv3 spell anyway as a reward. Do same thing to evoker, reduce to like 20% and grant a reward spell at lv3. A spell that draws power from all shards. Lot of

10 Replies 7,592 Views

[quote who="vieuxchat" reply="5" id="3090865"]Please. No "requirement". I just hate to not be able to put that "magical" hat because I'm not a level high enough. Instead use the stats of the units : intelligence shouldn't be only for magical resistance and magical focus but also to empower spells. So a low int hero could cast a spell but with reduced effect.[/quote] This. Int Needs to be involved in Spell Dmg Resistance or Dmg. Current system where even units with "Immune to m

10 Replies 7,592 Views

[quote who="Sarudak" reply="2" id="3090820"]I think the weapons boosting initiative is one of the biggest problems. No weapon should boost initiative unless it's magical! Instead base initiative should be increased to the highest weapon and all weapons should lower initiative.[/quote] Seems like easy logical fix. Staffs still need to be ranged and boost actual spells of course. *New Bug: Upgraded Najaborn to leather armour, two turns later I had option

13 Replies 4,748 Views

Spellshield exists, it's called blessing of nature or something. I'd prefer it if counter spells were easily resistible spellmastery vs spellmastery so only mages of your own level or higher could use it. Lesser mages could use specific counters like the ones you suggest. My UI always gets overcrowded late game anyway (only use 3 elements). We need the ability to customize the spell bar.

38 Replies 14,307 Views

Same thing with monsters that debuff (water shrills, darkling shamans). They seem to just cast them endlessly and rarely move unless your entire army is debuffed, Fire/Air shrills on the other hand now never cast their own dmg spells.

2 Replies 1,385 Views

[quote who="DsRaider" reply="15" id="3090713"]I would like to see some more specific protection spells be made available instead of counterspell, which is boring and a bad mechanic. For instance Dampening Rain could reduce fire dmg taken by 60% for all units, castible both tactically and strategically. Grounding could make target unit immune to lightning. The Desert Winds tactical enchantment could reduce cold dmg by 70% for everyone in a 3x3 square. If someone is spamming Pillar of Fire or F

38 Replies 14,307 Views

Balance: -Ignys give somewhere around 80 exp each and are weak. killed 4 on 6th season and rocketed from lv1 to 5. -Fire/ice elementals are too weak. They are too hard/expensive too summon and give too much exp/loot. They are considered strong but shadow wargs are as tough. -Shadow Wargs are ridiculous. Like summoning a young ogre with 6 movement. Probably just change it too a weaker warg. (love summoners by the way gj) -Lv 7/9 enemy faction magi champions are

13 Replies 4,748 Views

[quote who="Sarudak" reply="9" id="3090229"]Is anyone else finding the shadow warg summon to be crazy awesome?[/quote] It's way too powerful, Shadow wargs are tougher than skales/black widows/young ogres While I Love the summoner trait they are too good for an initial summon Shadow Warg OP Earth Elemental OP Fire Elemental UP Ice Elemental Up

15 Replies 5,691 Views

Impulsive could be used to fix the underpowered assasins. Just make it path of the assasin only and it would balance the game instead of unbalancing it. Fixing dodge would help too

28 Replies 11,273 Views

I always thought so, but no one ever mentioned it Also agree that there needs to be some kind of resistance to Dmg spells (Int based) My idea was a fire/ice/earth shield spells that give a 50% resistance to their opposite element and weak ability (1+1 Dmg/Init/Def) to all units. Counterspell/spell leech/mana burn scould still be in the game but as rare mage abilities Also all magi are overpowerd in current build. Evoker + Unlimit

38 Replies 14,307 Views

Though not as broken as before they are still way better than 95% of talents. Even +1 per 2 levels would make for a good talent. +4 at lv 8 / +5 at lv 10 Only Impulsive(Cast 2-3 spells first turn), evoker(250% Dmg?) and double strike (Ive never missed) are as brokenly awesome All 4 need to be reworked

28 Replies 11,273 Views

[quote who="Fistalis" reply="189" id="3089090"]What wrong with limiting Shots depending on the type of quiver?[/quote] It's like putting paint over a crack in a support column Champions high initiative growth was the main problem (there are others). It allowed them to kite anything once they reached like lv 10. Fix the stat mechanics that create the problem not just add an artificial limit

218 Replies 401,164 Views