I've played two games of Elemental so far since 1.1, and I'm surprised to admit, but I'm actually finally having fun playing this game! Not just learning how to play (which was the only fun element of Elemental before), but actually deciding what to do and feeling like it mattered. You guys have done a great job with the economy (though money can start to come too fast to spend still. Need to find a way to scale stuff down to keep them under control). I feel like I'm not going to win or lose based off of random spawns nearby, and the magic system feels fun and interesting (though I think you moved too far in the "tactical debuff" area. Most are redundant). In both games however, there was a point where the fun simply stopped.
Game1: I researched Arcane Armor and bought armor for my main combat champion. Even Lord Hammers couldn't touch him. I won with 1 champion by default.
Game2: My Sovereign got enough int to cast Blink. I bought a yithril bow and had enough armor to stop any other archers. I blinked around the battlefield and conquered every faction with my sovereign alone.
There's just too many mechanics that are too easy to abuse in this game. Right now high armor is the real killer, since if armor is >= attack it's an automatic 100% ensured victory. While enemies tend to go quickly into powerful versions of weapons, monsters tend to have very low attack, making them xp fodder. Right now we have a game where the attack and defense systems combine to make it so that in a battle between two very similiarly powerful armies, one can completely defeat the other without taking any damage. Unfortunately, if you make it so that armor only reduces a portion of the damage, then you get in a situation where first strike + high damage weapon + high party numbers = instant kill, and kiting the AI makes all battles autowin.
My suggestions:
Blink: Make it so you can only blink to a square adjacent to an enemy or (better yet) make it so it can only be used once per battle. It's way too exploitable otherwise.
Armor: Keep it as it is, but make each attack lower the armor of a unit by a certain percentage (I'd say 10%). This would accomplish the following:
- Armor would still be very useful.
- Armor would be much easier to counter.
- Large groups of individual units would be strong vs armored units
- Armor would no longer mean instant win vs monsters
- There would be a strategic reason to create high volumes of troops instead of groups
I'm sure there are MANY exploits other than this which need to be patched up. If you have others that grant an instant auto win, or make the game way too easy, feel free to post them here.