it's not a big surprise that the lightbringer is tanky. it's designed as a tank after all ;) the thing with summons is, the first side branch (wisp & lightbringer for kingdom, free skeleton and the skeleton horde + horrific wail for empires) is really powerful. those spells are extremely useful in the early game. the main summoning line (ice/air etc...) is a bit weaker initially, but it also contains an extra level offthe summoner trait that will improve all summons significantly.
Azunai_
that problem has been reported several times already. it's probably on their ToDo list. my guess is it's a low priority item for fixing. you can easily avoid the exploit, and the game builds units at the current max size by default. half the users probably won't even notice that you can build units at smaller group sizes after you researched the larger troops.
don't know how many people actually work on that game, but i guess it's reasonable to assume that they do have programmers working on internal stuff (fixing the bugs etc.) and designers/artist creating the content (in this case, the scenario). not sure if there's really a conflict when they do both at the same time. i mean, the patch notes actually do contain fixes, which proves that point (more or less)
regarding dragons wasting your tank units: that's where the defender champions really shine (as it shuld be - we all know that it takes a heroic knight in shiny armor to deal with a dragon ;) ) . dragons have overpower, which multiplies their attack by the number of figures in the target unit. a defender can usually survive a few turns of firebreathing and melee attacks since he's a lone figure and thus immune to the dragon's most dangerous trait.
[quote who="joeball123" reply="224" id="3354949"] ... Moreover, level 10 really is fairly low-level. The trait trees are designed so that each class has at least 25 traits available to it, plus 9 general traits and 4 spellbook levels per magic type. A mid-level champion should be somewhere in the 15-20 range (maybe a little higher, even) rather than the 7-12 range with that number of available traits. High-level champions (champions who have more or less all of the trait
great news :) looking forward to the scenario :)
sounds like you had some fun ;) i guess i should try a proper ridiculous game some time. i'll probably get my ass handed :) that gold rush event with the titan is pure evil. i got that once back in FE - i was nowhere near prepared for him (happened on turn 100 or so)
yeah those suggestions would work. i think the XP slider is the best solution. i think it's pretty obvious after 8 pages of discussion that there are people who want higher level heroes and others who are content with the game as it is. for all i care, just add the XP slider so everyone gets what they want. the in-game stuff like XP books could work just as well (i think i suggested the same thing a few weeks ago). more ways to trade power between heroes and your civilization (in this cas
[quote who="moi-meme" reply="211" id="3354854"] Quoting Azunai_, reply 209 that's easy. there are no armies of doom until the point where the game is pretty much over, so i don't care about high tier units outperforming heroes or whatever. the interesting part of the game is the early/mid game. But that's ludicrous! There is no stack of doom at that time either! You have at most three heroes, and not level 15 or whatever you may
[quote who="moi-meme" reply="205" id="3354840"] Quoting Azunai_, reply 195 the point is - 3 level 10 heroes are on par with one level 16 hero (sometimes better, sometimes worse). with the split - it's a choice. without it, there's no choice at all. you'd be dumb to not put them all in one freaking overpowered stack. sounds like a lot of fun rampaging the countryside with an army of gods. NOT. OK. I did rampage with stacks
hmm yeah, it shouldn't be a problem, but this is the internet. if you do that kind of stuff, you can be (almost) sure that someone will show up and complain about how the game rewards atrocities and displays them in a favorable way. i generally don't care about that kind of stuff in video games, but there are people who do.
[quote who="moi-meme" reply="203" id="3354835"] Quoting sweatyboatman, reply 193 Yves, you are already on record in this thread saying you liked the way heroes were in FE. FE had the exact same XP splitting mechanism. You are wrong. QED. Well ; you did not play FE long enough, did you ? XP splitting came late ; one of the last update before the LH beta. I was very surprised when it happened.<br /
[quote who="joeball123" reply="198" id="3354822"] @Azunai_: The problem isn't so much the "one level-16 champion vs 3 level-10 champions" as that level 16 champions feel like they are (at most) mid-level champions, and level 10 champions feel just barely out of low-level, yet this is essentially where the progression stops, especially when you keep multiple champions in the same stack. Champions feel like they are just beginning to become useful when they run out of ways
you really don't get it, do you? it doesn't matter at which arbitrary XP threshold you compare them - a single hero instead of 3 heroes will never be so far ahead that the other option is irrelevant. in fact, 3 guys that are about 2/3 the level of the lone superhero will more likely than not outperform him. it doesn't matter if they are in one stack and do all the encounters together or if each of them has his own army and each of them clears about 1/3 of the lairs.
[quote who="moi-meme" reply="191" id="3354801"] Oh! Very good. So you agree with me! You feel that three level 10 heroes is almost as good as three level 16 heroes ? Then let us drop the XP split. You do agree ? Or, well, if you don't agree, then maybe you did not really think what you wrote and there is, after all, a serious difference between said heroes ? Maybe even a totally devastating one ? Yves[/quote] the point is - 3 level
[quote who="nukularpower" reply="47" id="3354793"] Quoting Anelyn, reply 42 You put it as if YOU have to fight non stop and early on before you develop economy / research / spells to decent levels to tackle enemies. Can you do weak quests on Ridiculous and Insane with your starting militia and spearmen? Can you clear lairs of 2 spiders, pack of wolves etc early game? No you can't, unlike AI. On normal you can go on a map sweep with starting army and whatever you grab alo
regarding 3 (Yithril): i think that's just coincidence. sometimes they will be strong, but in my games they are often really weak. guess Verga had just a streak of luck in your last 3 games ;) regarding 5 (Ophidians): are they considered medium? i'm almost sure they are classified as "strong" (at least their lairs with 3 of the beasts). strength ratings aren't all that reliable, though. better to learn which creatures are actually hard instead of following the rating. Air
hmm interesting idea. not sure. on the one hand, it's just a game and a few "gamey" features won't hurt. on the other hand, rewarding genocide with fame seems a bit questionable (from a philosophical point of view)
it takes a while to actually finish all those buildings. it's not so much about whether you eventually get them. the real decision is the priority - and there are actually situation where it makes more sense to put that town on "build gold" or "build growth" instead of wasting 20 turns upgrading the school to a college etc. so yeah, there's no real restriction that stops you if you want to ignore the building aspect, but there are somewhat important decisions that will impact
judging by the numbers joeball123 listed, the XP split is nowhere near as devastating as people believe (assuming the chart is at least close to accurate) let's just do a few examples, shall we? say you have encounters worth 1000 XP in your immediate area that you can defeat (let's ignore the implications of whether it's harder or easier to do it with multiple heroes) doing that stuff with 1 hero gets him to level 10 (almost 11) doing the same stuff
[quote who="moi-meme" reply="173" id="3354711"] Quoting Azunai_, reply 171 your logic is flawed. if you want to model the game in a way that allows you to solve it by math, you have to take more then just the single XP split mecahnic into account. i doubt it's even possible to calculate which playstyle is better. if one level 11 (or whatever) hero is better than two level 7 heroes for you, that's great. go for it. claiming that the alternative isn't smart i
[quote who="fenwe" reply="158" id="3354589"]Actually, no, it isn't my choice. I don't play games to butt my head into a wall. The way all the math works out, you are always better running a single hero and troops. The single hero and troops will out level and significantly out perform a dual hero set with troops. You aren't even arguing that point. What you are arguing is that it is possible to do it with a dual. I'm stubborn, but doing it your way isn't smart. If it isn&#
i always wondered why they didn't just unlock the road building trait at economics, instead of (or in addition to) auto-buildng roads to outposts. would make perfect sense to me. capitar still has the advantage, since they can do it from the start; an early admin hero can still give you the ability early on if it's really important - and if it's not a big deal, you just get it later towards the end of the civ tech tree. i think that could work al right for everyone.
will the scenario be done before the end of the beta? i'd love to try it. i think i read a few comments of other forum posters who would also be glad to playtest it before the official release.
that dragon was level 16 i think (12 base, +2 from world difficulty, +2 from the bad moon event thing that makes all monsters higher). i couldn't have done it much simpler, since that dragon was on my doorstep and would have destroyed at least one of my cities if i hadn't stopped it at that point. it's perfectly doable with mid level heroes. the point is that heroes aren't underpowered. there's absolutely no gameplay reason why heroes need to be