Didn't really like the new monster tech in WOM Garisi. Just a natural or random event lair creation would be fine. Always felt weird that a tech could control monsters. No reason that Darkling warriors would require anything beyond Training. Rushing Wild/Darklings should be a legitimate strategy, with shamans and Warg riders unlocked later.. Keep them options open. @BeardyDan: That's a great post! Agree with everything, especially customizing darklings/humanoids and&nb
Stupidity10
OrleanKnight is right, units of troops need to be redesigned. It's really starting to worry me how many basic mistakes are being repeated from WOM. Please Don't be lazy or unambitious! Use us beta testers to our full potential and experiment! *Ya I know it's still early Beta*
Well beyond what I said about limiting how many guys in a unit a champion can kill in one strike.Another part of the problem isn't just their strength but their stacking movement and initiative bonuses. Ive had multiple champion groups that could cross the battlefield and triple attack with a charge bonus. Also like in WOM champions dont require base materials for items they buy allowing you to spend just gold to get them horses and chainmail, even if you don't actually have h
Individual units attacking is too simple. There really needs to be a limit on how many guys can do and take damage in a unit. It just opens up so much more strategic and talent/weapon options. It would work with the rock paper scissors approach well. With mages good against groups and warriors against single units. Assasins could be given multiple attacks with daggers. + it would really help balance and DEFINE champions.
I don't get this bug, i can buy heroes when i get the tech. Although i can buy lv 3 heroes without exploration.
First of all ive played a lot of games as Umber and I have too say that monsters are completly underwhelming. So ive got some suggestions about monsters found in the wild and ones that you build and command. Monsters in the wild come in two extremes it seems. 1 basic guy champions can solo and a 3-5 guys led by a tougher guy that generally just sits on a lair in a pile. I HATE this sooooo much. It makes no sense to do this at all. Lairs should spawn slowly but consist
I think we need a more complicted interaction between champions and regular units. An normal attack by a champion using a single handed sword or a bow shouldn't kill more than one guy in a unit. Abilities like double strike and mighty blow should enable warrior heroes to kill multiple units(+ talents and special weapons). Combat is basically too simple to be interesting and balan
I think we need a more complicted interaction between champions and regular units. An normal attack by a champion using a single handed sword or a bow shouldn't kill more than one guy in a unit. Abilities like double strike and mighty blow should enable warrior heroes to kill multiple units(+ talents and special weapons). Combat is basically too simple to be interesting and balance champions well. Inversely, maybe all 6 guys in a unit shouldn't be able toal
Ditto same problem
[quote]Research is a bit too slow. This causes champions to level up much faster then the rest of the game because they don't need techs to raid lairs and farm monsters. A small reduction would help this, say 10-15%. The other thing that reeaallyy slows tech research down is the two tier gap in tech research tree. You can't have increasing tech costs but not increasing ability to research, or you will stall hard. Either add another research building and tech to the civics tree or bett
Noticed exactly the same boring pattern. Some ideas are: Split champion exp among all units in army (not troop exp). RARE respawn of monster lairs outside of your territory to threaten cities and mines.
Split Exp between champions so the more champions in a army the slower they level. Troops would level like normal, sharing exp. Buff Troops
4.Party formation : Once again, if it is possible, idk how. It really annoys me that in every battle my ultra initiative boosted warrior with like 6 movement gets first turn but cannot do anything because all the riffraff is always in the first row and blocking his way. What No... I love how every battle my archers and mage start in the front blocking my warriors. It never gets annoying at all.
I have played through the beta 4 times now and really noticed how talents could be improved. -We have too many options when we level to choose from, reduce them by 1. -Basic common talents like strength should be repeatable and possibly made just +2 instead of 3 to balance. Theres really no element of chance at all with 5 choices and like 10 total talents, each only selectable once. -Talents that only effect stats also shouldn't show up l
I Also noticed Health bar bugs.
Definitly need more gradual leveling for champions and spit exp for champions. That would be great for stopping clumping. Agree with all points on unit groups too. Badly need Buff. I also have never seen a bow as a loot or reward. I don't think Maul is broken it seems more like the talent system itself need tweaking.
Problem is faction AI not monsters, it just kinda sucks. Monsters arn't threatning too me when I play.All they need is a couple garrison units to supplement militia.