Stupidity10

Stupidity10

Joined Member # 4220427
0 Posts 47 Replies 535 Reputation

Agree, a lot of mage traits are filler and levels come so infrequently its a real let down when you grow a level only to be forced to take a skill you don't really even want and doesn't make you a better caster. I wrote a post on a idea I had for a fix: https://forums.elementalgame.com/442048

65 Replies 80,029 Views

[quote who="sweatyboatman" reply="7" id="3337207"]Since charge only applies on the first turn of battle, your statement is only true as long as you can always overwhelm your opponent on that first turn.[/quote] To be fair AI never builds quick troops, so a charging army with impale and cleave can do ridiculous damage first round. I wouldn't call it the most broken thing in LH, but its definitely not balanced.

20 Replies 23,363 Views

[quote who="sharpxe" reply="12" id="3336523"]Magi specialization should improve existing spells, not adding new ones directly. If champion have fire\death 2\2 soulburn should be automatically allowed, without wasting trait point on pyromancy. [/quote] I did really like the dual element spells, certainly a lot better than Spellbooks turning water mages into pyromancers. Adding a bunch of fire spells that any lv 18 mage can get cheapens both starting elements and overextends

14 Replies 20,179 Views

Some Skill ideas: Amplify: Attack for +66% to fire/ice lightning weapon damage. Fleeting Strike: Cannot be countered. Attacker moves back a tile. Cruel Blow: +100% damage vs cursed foes. (Curse, poison, weakness ect) Possibly bonus damage per curse?

10 Replies 21,884 Views

[quote]Oh, and mounts are way too numerous. The amount per turn should be reduced by a factor of 3 or so.[/quote] Mounts are too numerous. Reduce their placement on the map though, seems like ive got a wolf and horse beside every city. Charge is fine and I really don't want less traits in the game. Just balance double strike better.

20 Replies 23,363 Views

[quote who="Brainjuggler" reply="18" id="3337101"]Rush is a great skill early game, but it fades a bit once you get mounted units and whatnot. Yet another example of scaling.[/quote] Not true. Once you unlock cavalry and high dmg weapons rush become monstrous. Rush, horses, cleave and impale combine to allow you set up perfect Aoe skills that murder whole armies before they can hit back. [quote who="Brainjuggler" reply="18" id="3337101"]I also tested Double Strike - its

22 Replies 28,615 Views

[quote who="Alstein" reply="25" id="3337089"]I agree the mancy spells should be in the spellbooks and removed from the mage line. Summoning tree should give unique summons, like summon shrills, summon assassin demon, etc.[/quote] This! Summoning traits shouldn't unlock a single unit! There needs to be multiple units per trait or thats just too many traits. The best way to do it would be a trait that lets you summon any shrill you have a matching element with.

109 Replies 75,829 Views

Too many terrible prerequisites to mage traits. Not enough decent, innovative and early game traits. Remove the the III's (at least as requirements for other traits) and spellbooks (We already have traits that give spells). Allow us to get some decent traits like evoker or affinity by like lv 5 not lv 10. Has anyone even gotten to the end of a mage trait tree? Cause ive beaten medium maps without getting past halfway.

11 Replies 10,879 Views

Great Ideas Dsraider Every race should have a good ability, that increases with unit levels to help balance. This is important so both units and champions can use effectively. Rush is a terribly Op ability and boring as well. It just lets you move your troops anywhere on the battlefield to setup the new Aoe skills and destroy enemy armies before they even hit you. It makes a decent Altair player always first strike and pick targets. [quote]Soul Spark

10 Replies 21,884 Views

All the Dmg abilities need a buff its true, there are bigger fish to fry though. I really dislike rush it seems OP and blah. Rush is just dumb when used with fast cavalry units. AI never gets high initiative units so I get first strike and can pick my targets. Killing anything and everything before its first turn. My biggest problem with rush though is that it doesn't improve with levels. All racial skills should get better as the unit levels. &nb

22 Replies 28,615 Views

[quote who="Alstein" reply="8" id="3336398"]Pyro/Aero/Aqua/Geo mancy should require a point in the appropiate spell school, and branch off the same perk. Those skills should give a weak spell, and +1 Shard Power per 5 levels on the appropiate shard[/quote] That could work too. It would be great to have some way to artificially boost shards. [quote]I would like to see the trait selection be more vertical than horizontal, with more starting points.[/qu

14 Replies 20,179 Views

I recently got Magnar to surrender to me on a medium map on hard difficulty. Looking through his items it became apparent one of the reasons that I beat him was because he spent all his money on leather pants and horses. He had 4 horses he wasn't riding + 5 pairs of leather pants. Oh, also he was a Lv10 Assassin with Zero assassin traits. In fact at lv 10 he only seemed to have 7 traits (including tinker, probably in some vain attempt to equip as many pants as po

2 Replies 3,498 Views

legendary Heroes has changed and added a lot of new mage traits. Some, like savant and compassion are fun and interesting but many others are place holders or unnecessary. In fact it seems the new schools are crowding out the old elements. Overall, skill trees are too long with repetitions of three skills with a "reward" skill for getting three blah ones. I play on a medium map and have conquered the entire world with no champions over lv12. At lv12 im not anywhere near the end of the

14 Replies 20,179 Views

Agree, Familiar has always been a neat idea that was implemented terribly. Maybe if damage done to familiar was dealt to summoner instead? That could make it interesting and more balanced.

17 Replies 22,998 Views