A few suggestions~

Hello ! I have a few suggestions for SK I hope you will consider :

I think the UI needs some improvement in some areas, I often feel like it is very cluttered and sometimes even tedious to navigate through.

  •  During battle, I think that the units' abilities should be kept in a bar at the bottom, like they are now, but the items should be kept in a separate window (accessible through a USE ITEM button or some such), said window should feature your usable items in a list(icon on the left, description and/or name on the right) in order of use - so, for example, all potions, then all offensive spell scrolls a-z, then all defensive spell scrolls a-z, then all summon scrolls a-z, and so on. I find it is very annoying to navigate through all the items in that tiny window, particularly when i have to hover over each to find out which one it is; its even more tedious when I'm not sure what I'm looking for and am just considering my options.
  • Similarly I find the enchanting window very cluttered, when selecting which enchantment to add to my items I always have to look through the whole list first - even when I already know what I'm looking for. For example, let's say I want to add +defense, there will be a + 1 defense at the top but I will still need to look through all of them in case I have a +2 further down. I'd like enchantments to be grouped ( so all + defense together, all   + dodge together, all + physical damage together, and so on). Perhaps put them in a list too. I like lists... I think a grid isn't suited so well for so many items, but the current grid might work better if ordered better.


These two are my main UI complaints. I also have a couple of other suggestions:

  • I'd like individual shards to be more important, unless you have a bunch of them I feel like the advantages they provide are relatively minor, similarly I'm not as stressed out about losing/having them killed off. Perhaps have them have greater influence on your spells (perhaps lower base spell damage to compensate), I think this will increase both the importance of acquiring and losing them, as well as add a better sense of progression by having you be weaker earlier but stronger later. Right now I'm mostly only worried about them dying cause they increase the doom counter - which I can lower with a spell anyway.
  • Which brings me to my next point, it may seem silly, but it annoys me that lower doom counter's name is basically it's description - it feels... less than epic. Perhaps rename it to something that makes it more like we are casting a counter-spell on the Sorcerer King or something like that. Also, perhaps you could rework it a little, right now you just kinda cast it and the counter goes down, maybe add some kind of drawback to it, like you can't cast any other spells or no spells during your next battle/turn. Right now, as long as you have the mana, there is no decision making involved beyond that. I'm not too sure about this though... maybe its fine.


Well these balance suggestions are just ideas of mine, they just might be terrible, so... you know..

What do you guys think ?

10,604 views 4 replies
Reply #1 Top

Totally argree with enchanting. Right now it is a world of pain.

 

But kinda disagree about shard of little importance. Actually, they are very important. May they don't really up your spells, but lore/skill and, especially, mana, are of a great importance. Mana drives everything in this game. Fully enchanting unit's equipment can easily soak 100 mana and more. And reduce doomsday, and city enchantments, and totulages on more units, and summoning production - all this things require quite a bit of mana. And the more you have the faster SK will be screwed) 

 

Reduce doomsday feels lame, both in name and execution. Perhaps, it should reduce 5% of doom counter, so it would be of a nice help in a time of trouble, reducing up to 25 doom points. On the other hand, it will be impossible to keep doom counder low, with reducing of 5 points and less. 

Reply #2 Top

Hm I suppose thats true about the shards, I guess I didn't think it through as well as I should have; still, I often feel like my spells in tactical battles dont do much and that its just better to attack with my units instead. This doesnt feel right to me, particularly since you only get so many castings and it costs a units turn.

I guess my issue is more with offensive spells themselves rather than with shards.

Reply #3 Top

Yes, attacking spells seem weak. Blizzard or fire ball can do damage, but even with them it is often better just attack with your units. And other attacking spells just do not pay the bill. But buffs and debuffs are quite powerful, they can make a win sometimes. Most of them do not care how much shards do you have, though :).  Still, you need mana for them.

Reply #4 Top


Hello ! I have a few suggestions for SK I hope you will consider :

I think the UI needs some improvement in some areas, I often feel like it is very cluttered and sometimes even tedious to navigate through.

End of quote

 

agreed..

 

    • Which brings me to my next point, it may seem silly, but it annoys me that lower doom counter's name is basically it's description - it feels... less than epic. Perhaps rename it to something that makes it more like we are casting a counter-spell on the Sorcerer King or something like that. Also, perhaps you could rework it a little, right now you just kinda cast it and the counter goes down, maybe add some kind of drawback to it, like you can't cast any other spells or no spells during your next battle/turn. Right now, as long as you have the mana, there is no decision making involved beyond that. I'm not too sure about this though... maybe its fine.



What do you guys think ?

End of quote

 

reduce doomsday should be "delay doomsday", and it should be costly, and it should piss the sk off.

 

add: i wish it was a doomsday hourglass too, dropping sand to end game..