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Also Bluderbuss on a range focused hero with inflict _____ <--- (preferance here) would be pretty powerful Honestly I would be all for Rebalancing perhaps instead of forge points just increase the costs of building or have the town able to set forge points as a production item like merchandising meaning once you use 5 you need to set the town to forge more points to spend (as Farb said maybe magma forges help in this case giving a natural recharge or acsess to better abilitys) I would also suggest locking some of the upgrades behind the leaders current level.
TLDR the option to make uber powerful items should be there just make it worth the cost :D
It is difficult to find a significant limiter but here are a few suggestions:
1)Allow only for 1 item forge per Empire
2)Introduce a cosmic event that adds points to one item forged in the duration of the event. Any items forged during this event should start construction on the first turn of the event and will finish construction on the last turn of the event. Maybe the event can also make available some more powerful echantments for items.
3)Add points for each unifier tower created
4)Add points for each seal(or points for each x seals)
5)Greatly increase construction time and cost of legendary or mythical grade items
6)Only allow 1 mythical and/or 2 legendary grade items creation per Empire
A combination of the above could mean the return of some things nerfed, in a very balanced and fair way, in my opinion.
I can think of more things that can allow for epicness and usability of the Forge without sacrificing balance, but this is a good start, in my opinion :).
I kinda like that idea ... but:
I mean, some of the combinations you could've had were just perverse. Especially when you could get things like Incorporeal and what not. It was just insane. Just look at Age of Wonders 2, once you had an Arcane Forge you could, quite literally, make a Hero invincible. That's what I used to do, make items that gave 100% resistence to a damage source throw them on Belethor and he became unstoppable since nothing could damage him ...
On one hand being able to make "Gods" is hilariously awesome but, it kinda ruins balance and isn't "fair".
I dislike not being able to make decent* gear.
*overpowered.
I do like the idea of Forge Recipes being discoverable. That could open the door for some very nice and fun exploration goals.
Between having 6 point and 7 point items that require the city to be built with specific resources to be able to utilize them AND having certain forgeable abilities that have discovered would add another avenue of gameplay.
I would also like the idea of "negative" attributes, like Slowed and it costs -2 points, so you forge a torso armor with Regrowth and Slowed with the normal 5 point Arcane Forge.
My favoured item from Shadow Magic - sword giving double attack, stun and drain healt. Production time and costs rival half stack of dragons.
In general I'm against "artificial balancing by nerfing" - everyone has the same chance to produce items so no point in preventing legendary.
Sounds fun for long end-game matches :)
Maybe make it require a grand palace to be build in order to exceed the requirements on the current items?
I'm new to this game, and was happy when I saw the Item Forge as a building, but disappointed upon seeing what I could make there. My friend and I are currently in a game where we creeped roughly the same but RNG was much more on his side and all his heroes have unique items and mounts while I got many repeats of the same items, with no mounts.
In the endgame gold isn't really a limiting factor anymore, even 1k a pop. Time and production slots are.
And the choice - should I make another stack of cannons or craft a ring in that time would make a nice new dimension in the late game.