nikisknight

nikisknight

Joined Member # 4251228
0 Posts 8 Replies 73 Reputation

You can do the same thing with tactical spells. I cast a big AoE. That goes on cooldown. No problem, next turn I cast another big AoE (there's several of them in the game right now). Sometimes mmo's will have global cooldowns: after using an ability a few seconds will pass before any ability can be used. They could do similar, so that no spell can be used within so many rounds of using a powerful spell. The other way to do it is by requiring a charge tim

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For charisma and recruiting...does this mean regardless of what unit/champion is near the champion you wish to recruit the sovereign's charisma is what will be used in determining the cost of recruitment? That's the way it is now, right? The change to charisma is stationing in cities to generate prestige.

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[quote who="Fearzone" reply="50" id="2822641"] If you try to mod a spell, right now you are stuck with a pretty narrow range of options, and to get interesting spells like what people are talking about--and I've enjoyed reading the entries--we need spell mechanics for things other than unit stat changes, direct damage, or changing location.[/quote] I think you're saying that the combat & economics aren't complicated enough to make really interesting spells? I think there's c

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Some champions have special attacks that currently take mana but aren't really magic. I wonder if this still makes sense under a global mana system? They could instead cost the user's HP, or take longer to charge.

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[quote who="Lantros" reply="94" id="2822215"] Something I'd like to mention: One of the issues in games like this where you want to allow heroes to have a non-combat build (in this case: charisma), is that a build, implies experience points, and at this point, the only way we have for XP gain is via combat. To truly allow non-combat builds, we need to have a way to gain levels outside of combat. The obvious candidate is XP from quests. Something to consider. Intere

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There may (I'd expect likely) be other modifiers to dodge, such as equipment, spell buffs, Sov/champion traits, etc. So the final story of dodge is wider than just the dexterity numbers. It does seem like the marginal effects of some points of dexterity (and charisma possibly) are slight. I wonder if there will be other effects such as equipment pre-reqs or special combat skill modifiers. slightly OT: One thing that I'd like to see change (unless I'm missing som

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Personally I hate fighting the same spiders knowing exactly what I will be winning I don't mean to distract from your good ideas, but I assume I'll lose if I see spiders thanks to that web move that immobilizes me and prevents actions. [e digicons]>:([/e] Hopefully the combat changes (separating move and fight stats) will allow that to be a hindrance rather than a slow motion death sentence.

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My biggest wish right now is for sped up tactical combat. The animation is slow, as is the delay between inputing commands and seeing their effect (though maybe that's the same thing). Seeing how the team HP bars decrease well in advance of the action, I don't think it is a calculation display. Perhaps there is a setting for this I have missed, but since it is dangerous to auto resolve battles I've been spending a lot of the time in tactical combat and the slowness is grating. Of cour

95 Replies 301,382 Views