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1) fast reload with current warfare state is indeed for novice rank
2) enliven can be quite good if it is cast on the right unit.
3) perfect offence - if a might hero faces earth magician who can buff army with +40 def this becomes your saviour
4) perfect defence - this is the chance for magic heroes to stand against might ones for more than one round.
5) reinforcements - agree but also change GM dark to about 7-10%
6)frostbite - If u want to benefit from it you have to be solely water mage - cast blizzard, circle of winter , fog shroud quite often. I think it can become quite good if u are also GM in prime. Than on your second spell u can always cast blizzards/shrouds to maximize its damage.
6)snatch/rover - snatch is not that good now when resource picking costs 1 mvt point. Stat boosters , stone of enlightment cost 0 pts. There are only a few that need points and most points are spent on resource picking. Before when this cost 2 pts the difference was significant.
Rover doubles stables bonus. As it is right now it is OP and deserves master rank. On maps with stables you get a turn and a half more per week. I think this should be entirely changed and Rover should only double movement points from rally flag/oasis/blind maiden.
1) Fast reload with someone who can do multiple ballista results in the ballista shooting SIX times in 1 round.
2) I'll concede the point on Perfect Offense because a might hero will likely get all the way up to the Master skill anyway though that is a REALLY niche use for a GM skill. However, that doesn't fly for Perfect Defense. While magic heroes can take hits with Perfect Defense, if you are wasting that many levels with the mage learning Perfect Defense, that's probably why you are getting destroyed (because your spells will suck). A mage currently with spell schools teched up instead can just destroy the opposition force with an AoE spell instead of worrying about surviving a round of attacks. Mages should focus on being mages. The idea is to build your guy so you win faster, not lose slower. Now if direct damage spells get rebalanced so that they aren't so OP, I'll take that back. Until then, I stand by my contention that this is worthless.
3) With how OP damage spells currently are, if you tech up water and focus on damage, your opponents are dead. You don't need the piddly amount Frostbite will do (which also isn't immediate like Storm Lord would be). This becomes "win more" if you are winning and worthless in the fights where you need this muscle.
I haven't noticed that resources are 1 cost to pick up now. If that's true, then Snatch indeed is now balanced. I remember the last time I played a multiplayer game, Snatch was literally doubling my movement in the early game. Rover doubling the stables is interesting. I will concede that point on the account of the stables. However, if you simply remove the bonus to the stables, then Rover goes back to being worthless for a master skill. Perhaps not double but +50% or something?
I am talking about multiplayer experience for these below. To clarify week 4 is the endfight. Earlier mages have the upper edge for sure when armies are smaller. :
2) frostbite - if you play vs strong might hero that extra damage may be enough to win. I already ranted that damage for each effect is pathetic and they increased it. Maybe you have memories from the past.
3) Perfect offence has niche use?! Maybe soon all heroes will have access to earth magic and just casting stone skin will make your units look crappy.
4) Might heroes with high attack not those with defence will not let you live for long. AOE spells cover specific area - the might hero can position smart and boost his attack with a spell of his own and decimate you quite fast. Consider every might hero has morale, luck etc..
I am not saying that mages can`t win with Perfect Defence but this is good guarantee for survivability.
One more thing - you said I am wasting points in defence - what could I have spend them on - another magic school? I have 3 schools maxed out already + perfect defence. I am thinking your counterargument here doesn`t cut it.
Problem with official maps is that week 1 and 2 the XP gain is the same like on my map but then either there are no more monsters on map or they are not in increasing numbers.
PS: on my map I even decreased XP gain by 20 % because there are too many monsters :) and not enough levels(30)
So you don't have to worry about that anymore
Yep, I don't have a problem with what you're saying. I'm simply acknowledging that's why we had a difference in opinion on the skills. If your final battle is when your guy is maxed, that's a very different proposition vs if I'm doing my end fight at roughly half that level. I don't have a problem with the skills as is if that's the case since there is clearly a use case in your scenario.
I don't need every skill to be useful to me, just that every skill (especially top skills) to be useful to someone or some play style.
When I said niche use, I meant that some Master and GM skills are powerful all the time against everything. For example, Economy GM (if it works properly) is a fairly big deal and it works all the time against everything. Dungeon's Coordination also is huge and it works against everything. A few of the things I mentioned here where you argued have uses in specific instances are great in those instances but if you aren't in that matchup, they suddenly do nothing. Powerful skills can absolutely be made to only work in some cases for balance but for GM skills to do that is what I don't agree with. GM skills should be powerful and always do something.
Besides the tweaking and balancing of the skills I would like to add another thought here.
How about allowing customized heroes in skirmish maps?
That would work as follows:
- 1 fixed skill (faction skill)
- the other 9 skills can be chosen out of the 17 other skills with varying MAXIMUM ranks depending on a) faction b) class
- of course you cant have all skills on GM or M. the skill wheel mechanics (3 GM, 3 M, 4 expert) stay the same
An example of skills to choose from for Sylvan heroes:
Fixed: Natures Revenge (GM)
Might skills:
- GM rank: defense, offense, luck
- Master rank: leadership
- expert rank: warcries, war machine
Magic skills:
- GM: earth
- M: prime, water, light, air
- E: fire, dark
Misc skills:
- GM: exploration
- M: diplomacy, paragon, economy
In comparison the options for Haven might heroes could look like this:
Fixed: Righteousness (GM)
Might skills:
- GM: leadership, defense, war machines
- M: offense, warcries
- E: luck
Magic skills:
- GM: light
- M: air
- E: prime, water, fire, earth
Misc skills:
- GM: economy
- M: diplomacy, exploration
- E: paragon
And for the orcs as a last example:
Fixed: Blood rage (GM)
Might skills:
- GM: offense, warcries, defense, war machines
- M: luck, leadership
Magic skills:
- GM: air
- M: fire
- E: light, dark, earth, water, prime
Misc skills:
- GM: exploration
- M: paragon
- E: diplomacy, economy
This look pretty great, but personally I'd switch the defense and leadership. Stronghold has always been more attack/high morale than defense, so I think getting GM Defense doesn't make that much sense. Though there can always be a hero who has it ofcourse.
I'd also switch ''fire'' and ''earth'' because Stronghold always has been Father Sky and Mother Earth.
However it would be an improvement, but if u lock some trees to certain factions, balance has to be really good so Every factions GM and master skills are equal in strengh and of course the factions itself, i also still like the idea to unlock everything for everyone beside racial would also have replay value but would cause some trouble for AI how to choose skills some thing it still cant, not even pick arcane knowledge AS a mage...