Emperorjarin

Emperorjarin

Joined Member # 3775555
28 Posts 394 Replies 9,420 Reputation

Having had a chance to actually build some troops in my most recent game, I must say they feel greatly improved. With an essence-heavy city and some decent production, I'm able to pump out some terrifyingly powerful troops that even my own heroes would be hard-pressed to take down. I'm particularly happy with my basic mage troops that have 60(!) elemental attack. I still greatly prefer building henchmen over troop stacks, but there's now a very serious incentive

150 Replies 539,148 Views

Oooo, interesting. I like the idea of boosting the effectiveness of all aspects of your city with the governor, especially given how easy it is to eliminate unrest penalties at the moment. I'd limit it to the city that particular champ is in at casting, though, if possible. As fun as it would be to have a governor giving bonuses to 2 cities at once, that would be completely nonsensical, and maybe slightly OP.

17 Replies 8,723 Views

Tactical spells with unlimited duration should be high-level, expensive, or both. That way, you can keep the OP nature of haste and slow, since you're gonna have to refresh it every few turns if you want it to last. I'd much rather have to refresh my game-changing spells than have a spell my enemy need not fear never expire. There should also be ways to get rid of even temporary debuffs and buffs on units, but I don't know how easy it would be to implement such a

158 Replies 60,390 Views

[quote who="GFireflyE" reply="12" id="3240490"]By season 100 I'm often gaining between 16-24 mana a turn. Add in that I don't 'waste' my mana in combat and only use it when necessary, I'm usually sitting on quite the stockpile.[/quote] I'm with Trojasmic on this. I have similar mana income by that time, but I play a massively mana-heavy strategy (lots of enchants, clumsy sov with all schools of magic available) so I find myself always starved for mana.&nb

15 Replies 3,164 Views

[quote who="GFireflyE" reply="26" id="3239551"][Suggestion] On the topic of recovering, it would be cool if a building existed (maybe one already does) to half the recovery and healing time of units in that cit. A ‘hospital’ of sorts. Maybe a few tiers buildings, Medic - Infirmary – Hospital, providing different levels of heal rate reduction.[/quote] Such a building does currently exist, in a way. It gives a flat bonus to healing for units stationed in the city

33 Replies 24,120 Views

[quote who="ddd888" reply="3" id="3240346"]yeah its a great idea, a governor specialization that buff defenders and city militia. great idea and probably easy to implement stil the general governor need a way to gain exp apart from attacks, like some sort of passive and building and stuff like that[/quote] Not 100% convinced governors need to boost city defenses (isn't that what warriors are for?), but there absolutely needs to be some way to have gove

17 Replies 8,723 Views

No matter who I play, civics is my first tech. It's simply far too useful to go for anything else. After that, if I'm playing a faction with the Enchanters trait (I almost never play anything else), I rush Spellbooks so my sovereign can become a murderous archmage of doom. Then it's back to civilization techs until I feel like giving my sov some supporting henchmen. Warfare techs I almost completely ignore.

20 Replies 7,464 Views

I still think that warfare techs should contain all non-trinket items for soldiers, both magical and mundane, and that the magic tree weapons and armor should be champion-exclusive (trinkets and cloaks are fine where they are). I'm also holding out hope that we'll get some modding tools, so that players like me can have an interface to hold our hands while we dink around with modding.

46 Replies 30,806 Views

[quote who="saroumana" reply="7" id="3240108"]No they not. You talk about horse or pony ? They move fast and should give even a greater move bonus. Instead of wanting nerf for everything in this game, you should ask for boosting weak element.[/quote] Agreed. Y'all are way to obsessed with swinging the nerf bat at anything that so much as whiffs of imbalance. The better (if more time-consuming) solution is to buff the alternatives. I, for one, heartily agree with

16 Replies 4,743 Views

Instead of nerfing the power of haste and slow, how about simply limiting their duration? 3 turns on slow, 4 turns on haste? Building a support-oriented magic user should feel as game-changing to play as one hurling fireballs left and right, just in a different matter.

158 Replies 60,390 Views

[quote who="ddd888" reply="22" id="3239913"]no... the point of blinding is removing the ability to attack 5 % is nothing maybe start at 50 and slowly wear off, this i could accept still i think the best way is strong effect, short duration, but even a 50% and slightly decrease coudl be fine like 50% at start and 5 % less each turn[/quote] I'd go with 10% less each turn, but otherwise I agree.&nbs

26 Replies 14,136 Views

[quote who="Kongdej" reply="7" id="3239910"]that would theoretically unless otherwise put together double the construction[/quote] Ever play Galactic Civilizations 2? It had 2 production queues, but if you had both of them running you'd only get half production in each queue. You took the same number of turns to get things done, it was just easier to have concurrent projects going. I'd like to see that brought into this game, production penalty and all.

10 Replies 6,453 Views

[quote who="Kongdej" reply="6" id="3239888"]The game filled with high-speed monsters and very slow trained units.[/quote] The pacing of the new patch seems to have improved things quite a bit. My current game is moving by a lot more quickly than it did in the last patch. I'll admit, though, that I really only have time for about one game a week, and that my experiences could be due to nothing more than random chance.

7 Replies 7,094 Views

[quote who="seanw3" reply="8" id="3239828"]With just a few watershards this can get out of hand. There is plenty of places to use 2 slow spells and no reason to take away 50% of an enemy's initiative. But, as with most things, people won't complain until the AI starts doing it to them.... [/quote] But I LIIIIIIIKE being able to roflstomp the compies! [e digicons]X([/e] Seriously though, I feel like haste and slow are the only 2 spells that make a non-fire mage u

10 Replies 2,167 Views

[quote who="seanw3" reply="9" id="3238772"]+10Hp, but with a level 10 prereq is fine. At level 2 we are just pissing all over the random trait function.[/quote] By level 10, champions will have a enough of an entourage (troops, summons, quest units, etc) that 10 bonus HP for them is not all that necessary. Adventurer's Boon is great for the early game, but even with the new HP changes I'm finding I only truly need it on Amarian or (presumably) Resoln champions. Any

158 Replies 60,390 Views

How do you tell which units are "magical"? What makes a unit a "utility" unit? Given that a huge feature of the game is troop customization, you would have to decide which item or group of items would make a decide these things, and then code them. And then have to deal with the unending arguments online over why such-and-such combination of items is incorrectly coded, or why blah should instead be coded as blurgh. I would like a more GalCivII-like build queue, that

10 Replies 6,453 Views

[quote who="seanw3" reply="30" id="3239821"]Playing as Tarth is like playing on easy. You don't get the angry world chasing you back to a city. It is not fair to count it in the balance conversation, unless we are convincing the devs that their trait is fundamentally unfun.[/quote] For some people, the idea of having a neutral monster attack and defeat their units is the antithesis of fun. Remember, there is no truly objective measure to "fun," simply subjective ideas that v

47 Replies 12,608 Views

Right now, the game is balanced around people city spamming as much as possible. You don't NEED to focus on Civilization exclusively, though I find the the first tier of Civ techs to be incredibly worthwhile. You do, however, need to spam pioneers and take as many cities as possible. I find 5-6 in the early game to be a decent number to start with.

46 Replies 30,806 Views

I hadn't read anything about them changing the way monsters salt the earth after sacking a city, but I really hope they get rid of that. I've seen the same thing happen to my city when it was wiped out by a pack of ice wargs. They need to get rid of that mechanic.

15 Replies 7,015 Views

I dislike the idea of nerfing magic, especially as it's currently implemented. I would, however, like to see a bit more incremental scaling (magic damage racking up incrementally, traits that improve buff/debuff performance by +X per rank, etc). Personally, I'd prefer a tactical spell that dispels all enchantments on a unit (or 2 spells, one for positive and one for negative spells) that's unlocked via Sorcery or another midgame tech, so all champions can cast it.&nb

9 Replies 2,888 Views