mqpiffle

mqpiffle

Joined Member # 4257179
1 Posts 143 Replies 4,170 Reputation

[quote who="seanw3" reply="1" id="3068394"]I would only let this one give the bonus to ranged units. [/quote] It seems like this would be more apropos for an improvement called "Archery Range". Training Yard seems pretty generic, and imo should be open to all combat units.

4 Replies 1,691 Views

[quote who="Mtrixis" reply="12" id="3068343"]Don't agree about Life magic, Growth is crazy good and Call to Arms is nice Heal is lackluster because it scales really poorly (ironic, you'd figure life would be good at healing)[/quote] That doesn't strike me as much of an argument for Life. Casting one spell over and over, even though it's 'good', is not 'fun.'

17 Replies 15,893 Views

[quote who="Rishkith" reply="10" id="3068331"]The "Paths" need to be a lot more unique with unique abilities and weaknesses rather than just some stats. My Champions fall into three categories: Melee Murderers Explosive Fire Mage of Death The Supporting Cast Currently: You can't make a good archer champion. You can't make an Assassin, Warrior, or Defender really stand out from each other that much. My last ga

17 Replies 15,893 Views

I really think a lot of this can be overcome with properly scaling mana costs. Spells whose effects are shard based ought to have mana costs which scale with the shards involved in the casting of that spell. (I know, the effects of some of these spells are imbalanced right now.) Mana costs should scale according to the spell mastery it takes to cast the spell as follows (roughly, for simplicity sake): Level I : 1 - 9 mana (single digit mana costs, adjusted for sh

19 Replies 7,300 Views

Yeah, as much as the random traits are designed to partially avoid players' gaming the system, it actually kinda games the fun right out of the game. I like seanw3's suggestion of having random trait pops mixed in with tiered, semi-scheduled pops.

17 Replies 15,893 Views

Well from what I've experienced thus far by continuing this game, is that it is much more difficult to keep trained units alive than heroes (and, of course, heroes don't die,) even against 'weak' enemies. Having them further challenged by giving them significantly less xp is rather unnecessary, and only multiplies their uselessness.

5 Replies 2,483 Views

This may be a feature of the game, but trained units gain XP 50% as fast as champion units. Is this intended? Seems like a bug to me. First pic is my Sovereign, Kul-al-Kulan. He's gained 27 total XP so far (21 for lvl1 + 6 in lvl2). Second pick is a trained unit, 13 XP. They have both fought in the only two battles of the game to this point. <img src=

5 Replies 2,483 Views

Maybe instead of calling them (and thinking of them as) Angels, you could have the faction be the Matryred, whose buildings could be temples made of ivory with shiny gold domes. Their goal would be to cleanse all the damned from the world, thus gaining Paladin-like traits: Turn Undead, Holy Fire, Blessings, etc etc. Lots of Life Shard love.

145 Replies 94,989 Views