Flat out removal would seem OP. As some have mentioned though, reducing the XP penalty for Adventurers would be interesting. [quote who="Aexrael" reply="12" id="3341799"]Another alternative is to let the Adventure's Guild removed the XP shared penalty among Heroes when it is built.[/quote] A neat idea for a new World Wonder, instead of a bland 1 per faction building.
Stupidity10
[quote who="Sanati" reply="1" id="3341855"]Wildland monsters don't spawn in lairs, the lairs in them are part of the design and basically just goody huts.[/quote] Obsidian Golems in the Imperium do. Opliphidians in Fissure wildlands do. I know for a fact these creatures spawn in lairs and just wander off them. If this is a new system they implemented they really need to fix the wildlands for it, because previously the obsidian golems were supposed to guard the door and the oliphid
It seems that monster from lairs adjacent to wildland borders wander, leaving their lairs unguarded. To clarify; if a lair in a wildlands is adjacent to the border the monster automatically just leaves. Some monsters like the obsidian golems guarding the imperium border pose quite a threat too, not to mention dont do their job. Ive seen ice wargs, oliphidians and obsidian golems all wandering the map and found suspiciously empty lairs in wildlands nearby.
Confirmed, can lead to some frustrating tactical goofs.
Its a bug people. For some reason certain wildlands creatures roam, seems like any wildland lair next to the wildland border just gets up and leaves. Ive seen All kinds of ice wargs, obsidian golems and oliphidians just cruisin the map and leaving their lairs unguarded. The obsidian golems are kinda funny because they are supposed to sit on the border lairs guarding the imperium, but because they are near the border they just wander off, leaving like lv10-17 s
[quote who="Wizard1200" reply="37" id="3341489"]Not masters of the melee, but they should be able to survive behind the enemy lines to fight someone one vs. one and without the decimate ability the damage of an assassin against units is very low.[/quote] I think a better way to do that would be increased mobility. Fleeting Strike Skill: Unit attacks than retreats 1 step back. Cant be Countered. Swift Trait: +1 movement and ignores enemy engagement (Can walk past enemie
Disagree, this would be of dubious value and really wouldn't want mage troops ignoring resistances, all it would accomplish is too punish the already rare units with resistances. Staves already come in different damage types, so if your worried about fire resistance, build cold mages. This would work as an unlockable champion skill though, +100% elemental weapon dmg for a turn. Maybe make it a general trait so warriors could use it too. [quote who="GFireflyE" reply="2" id
[quote who="Sanati" reply="9" id="3341431"]A single counter attack at -50% damage is just garbage, and the small init bonus doesn't help. [/quote] Counterstrike does seem very Up at 50%, especially since it only kicks in if the enemy isn't using an ability, spear or has uncounterable trait. Was there ever a problem with OP counterstrike? Why did it go down to 50%, should be brought up to 75% at least. The +25% counterstrike damage also seems like a wasted trait. The sm
You make good points wizard 1200. All the classes need both damage and defense traits, obviously not the same amount though. If the defender never gets any attack bonus it just wont have the damage to hurt stacks late game. Also with no defensive bonuses, warriors will be very much the glass cannon late game. Assassins/Defenders should get the counterstrike bonus as well. I am just not sure counterstrike is a good trait compared to cleave or impale (The 25% bonu
Thanks Stardock. Your moving so fast! Only problem I have is assassins tools is kind of all over the place. Skath claw and scimitar need to be looked at, as they do different things and upgrading from one to the other would be messy. Also last I checked poison cost like 15 points. I'd fix up the other trait trees before you redesign too many heroes. Also could we get wildland rewards and glitches sorted out in a patch soon?
[quote who="ashampine" reply="2" id="3340689"]I remember it was a bug in FE back when I was still playing FE, but I had hoped it had been fixed...[/quote] Wildlands get no love for a long time, lots of bugs and balance issues with them. All the lands you unlock suck and suffer graphical issues. Like Imperiums rivers turning into plains but still looking like rivers. Magma spikes sticking out of plains in Delins wildland once you beat it. And Balance issues, all t
[quote who="DsRaider" reply="86" id="3340300"]Yithril's Great Axes faction ability (renamed to Axe Mastery) gives them dual wield versions of all the axes. They cost more to produce and buy but they have higher attack and init. Fighting Yithril is going to be terrifying.[/quote] The Juggernauts..... Love it though! Lots a flavor and its good that Yithril gets that expensive but monstrous feeling again.
[quote]Why dont have separate line in the editor for (early) one handed axes and (late) two handed swords? I can imagine one might want to have early durable axemen with shield and cleave and late swordsmen with heavy counterattack.[/quote] I fully support unlocking greatswords for units late game, justone or two swords at the end of the tech tree. I wouldn't put techs that end early like single handed axes in though, its a lot more fun to unlock a new type of weapon mid game than
[quote who="bpalczewski" reply="4" id="3339930"] his stomp is way better than his fireball[/quote] Its true, Delin's Firebal needs a buff badly. [quote who="bpalczewski" reply="4" id="3339930"]Units that are prone have 0 dodge and have their defense halved. But having 0 dodge doesn't mean you are always hit (unless the person attacking you has 100% accuracy). But I agree that being prone should be bad and its wonky to see an attack miss against someone who is prone so
We really need some new LH traits and the plus 25% skill damage ones are as good as any. Unit creation has gotten pretty stale and we could use some more interesting combinations. A pretty sweet post was written full of ideas for traits: https://forums.elementalgame.com/442130.
[quote who="Daynarr" reply="2" id="3339162"]I think this may be true for some of the items, not all. The one that gives fire bolt spell works fine for me, for example.[/quote] I can confirm this
Fair Point This sort of thing never occurs to me. [e digicons]k1[/e]
Looks like an awesome patch. Whats going on with Great Axes though? Did we just lose a bunch of custom weapons or did they get moved? Its always sad to see faction diversity go down, I'm still not over Umber....
Update: Prismatic potion causes weird stuff to happen if you use it than auto calc. Renders you invincible permanently it seems but is plagued by bugs, like some battles ending with only half the enemies dead and you still alive. Hurl Boulder is UP. Misses like 90% of the time and never does more than single digit damage. It really only makes it much easier to kill units that have it.
Seems to me that the Wildlands have gotten no love. The are plagued with terrible bugs. Off the top of my head: Pyre of man throws fireballs like a lv 1 champion at stupid targets and when you do kill him the grassland that spawns has glowing molten rocks sticking out of places. The Imperium, once conquered turns the river into plains while leaving them looking like rivers. Is only a 4/4 and not worth the effort. Has a bunch of weird graphical and plac
Once you start walking I don't think you can stop anyway, so being able to see is a moot point.
[quote who="Wizard1200" reply="10" id="3339251"]9 I know I am getting a little repetitive with this, but limiting the choices at each level up while keeping the tree is the option that I thing is the best one. Say that there are 8 available traits, but only 4 at random can be chosen. This would combine predictiveness with randomness at a fair mix. A little randomization is very nice, but the core functions of a path (mage: damage dealer or summoner, assassin: melee or ranged,
I agree the experience traits seem really pointless. One trait like knowledge if balanced right can be interesting but three in a row like potential is taking it too far. I also agree that trait trees should be wide not tall. For example, why is spell-mastery a prerequisite for evoker? You could easily run them side by side so players could make more choices. It would be balanced because you want spell-mastery anyway to be good at dmg spells. The current build makes spell-master
I like the new system in LH The real issue is how terrible 90% of champions are and how slow they level.
Killed the Pyre of Man! Got Rusty Vambraces....