[quote who="Lokitako" reply="2" id="3337400"]And I still find tons of leather legplates on enemies heroes, just like in FE. No idea why they are so obsessed with them.[/quote] I find the combination of tons of Leather pants and horses oddly hilarious.
Stupidity10
[quote who="dday235" reply="6" id="3337392"]No, they changed it back. Champion XP splitting still exists.[/quote] Oh Well then......
Food Beyond that its nice to create a couple towns, especially on rivers with decent food. To increase food in other places and earn some money.
A multi summon trait isn't a terrible idea, there's no way to balance unlimited summons though.
Are you talking about surrendered Sov? I once got a lv10 Magnar assassin with only 7 general traits.
Its OK, late game champions are terrible anyway. But ya seems like a lot of autosave problems are being noticed. I like the one where autosaves undo AI's attack phase.
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
[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.
[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
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?
[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.
[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
Exp does seem wonky. Ive gotten like 10 exp for killing a dragon at lv 10 and any army made of units or champions only gives like 2-4 exp.
[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.
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.
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
Makes dealing with AI swarm tactics more annoying. AI frequently attacks with like 5+ stacks that rush into my base looting and pillaging, ignoring my armies that can only stop 1 per turn.
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
[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
Quality > Quantity plz
A greater number of bears would be fine They should come in threes
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
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
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.
Great Ideas in this thread. I really would like some decent mid-late game staffs and bows. It would help if more quests had choice rewards I think, not just metal or a shield but a bow or an axe.