Skip to content

Posts from Wind of Change

5.0 (2 ratings)
In reply to Jelen117
6 years ago
Auto-translated
Jelen117
Limit the jump range, but also reduce the jump cost, for balance between mages and warriors. For example, without Air Mastery, a jump of 6 cells, with Advanced Air Mastery, 9 cells, and with Expert Air Mastery, 12 cells. For Teleport: 2 teleports with Advanced Earth Mastery, 3 teleports with Expert Earth Mastery per day. Just to start. What Dave suggested was also interesting.
Interesting)
What did Dave suggest? (for those who don't know)
In reply to Gezelligheid
User Avatar
6 years ago
Auto-translated
Gezelligheid
In this context, balancing the schools of magic seems promising (maybe we'll see damage dealers in water someday? :o)
Damage dealers in water are the most absurd magical change imaginable. (Only in Earth would it be even more absurd.) Damage dealers in water would make water overpowered, while air would become completely useless.
If we disregard damage dealers, then Water is much stronger than Air. So why is a damage dealer needed specifically in Water?

Added 23 minutes later
Szopa666
I think it's gonna change a lot. Instead of buying an art merchant to get more resources, you have to spend more money on a university. Usually, a Conflux doesn't need to build any army in town.
Yes, more gold = more value. If you have no gold, you have no support.
Szopa666
What is your solution? Making the university a more random building could be detrimental to the Conflux's value.
I have no solution. Maybe buy only one skill for the university. For example, if you buy Earth once, you can't buy Earth in that town anymore.
In reply to Dirty_Player
6 years ago
Dirty_Player

I have no solutiuon. Maybe buy only one skill for university. For example, if you buy earth once, you can't buy earth in this town anymore.
you cant buy earth again till you buy all 4 magic skills, so 2nd earth for support will cost 8k gold total + you need 3 more heroes to buy next earth/
In reply to Dirty_Player
6 years ago
Auto-translated
Dirty_Player
Damage over Time in water is the most ridiculous magical change imaginable. (Only Earth is more ridiculous.) Damage over Time in water turns water into an overpowered element, while air becomes completely useless.
If we ignore Damage over Time, then Water is much stronger than Air. So why is Damage over Time needed specifically in Water?
Right now, I'm not in a position to make suggestions with my noob skills. I saw this suggestion somewhere on a forum, and it seemed funny... By the way, wasn't this spell in Water in World Tree?

Added after 57 seconds
Pridu
you can't buy earth again until you buy all 4 magic skills, so the 2nd earth for support will cost 8k gold total + you need 3 more heroes to buy the next earth/
And here's an idea. Another option: the first purchase costs 2k, the second 4k, the third 8k, the fourth 16k...
6 years ago
Auto-translated
In my opinion, the proposal from the Polish delegation is quite reasonable and, in theory, not too difficult to implement. As for Wojciech, he's once again getting carried away with some obscure ideas, and it's very difficult to predict in advance whether his ideas will improve or worsen the situation.
In reply to hex6
6 years ago
Auto-translated
hex6
No less important in this matter is how quickly this will be added. Considering that something similar has been implemented in the fresh mod, using the idea from the fresh mod, there is reason to assume that implementation will not take much time, but at the same time, will significantly improve the situation.
We repeat that changes are desirable in the nearest patch, even if they have the possibility of being rolled back in the future due to loss of relevance. A rebalance of magic/magic schools is needed. But when will that happen? Until then, this is not a bad solution to the problem.

Changes to the Conflux university are also relevant while the current distribution of elemental importance remains.
In reply to Xocenk
6 years ago
Auto-translated
Xocenk
We reiterate that changes are desirable in the near future patch...
Is there anyone here who this is addressed to? Do they even read this?
User Avatar
6 years ago
I agree with guild RNG feeling bad , but there is an even bigger problem with control - Earth magic exclusive town portal.
Why can one player move more on the map purely based on randomness? It's ridiculous. I would prefer if town portal was for all schools of magic and DD with 2-3 schools of magic so that first , you are not forced into playing into the obviously broken earth magic school every game but also to decrease "feel bad" rng.
If anything this should increase the tempo of gameplay and will only make it more fun for everyone - why not implement it?
User Avatar
6 years ago
Maybe it will be a good ideea when we build mage guild to have the option for random with normal price or choose one ore more spells paying extra price( gold and resources). Then when we want to rebuild (if the spell was random) we also pay normal price for random spell or extra price for a specific spell.
6 years ago
Hi all,
I have idea how to improve mage guild for mirrors templates. Maybe it's worth to consider.

During generating mirror template position for control spells would be random once for all towns. Let's say X (tp spell position), Y (fly spell position), Z (dd spell position).

Then it would be applied for all mage guildes. It could work as swap for existing spell queue for each town as:
1. swap in mage guild tp spell position with spell on position X
2. swap in mage guild fly spell position with spell on position Y
3. swap in mage guild dd spell position with spell on position Z

All others spell would be still random depends from town.
6 years ago
Did you forget to write that X, Y and Z will be taken from starting town?
(because as your text is written now - X, Y and Z will be not numbers - it will be sets of numbers, and seems like you didnt mean it)
6 years ago
No, it could be any random positions just defined once during map generation.

I assume that you are talking about queue after roll all spells in guild but it isn't a case. I thought about first queue which contains all spells for given tier. There is possibility to fix that queue for all town's guilds so control spells would be on X, Y, Z position. No matter where player would buy guild there would be same number of rolls for control spells. I think that for mirror templates it would be nice feature.
In reply to ignusek
5 years ago
Auto-translated
Sounds very good! -- I think this can be applied not only to the "Mirror" map (although it is especially relevant there), but also to all other map templates. No matter which city the Grand Mage is built in, the key spells always appear after the Xth, Yth, and Zth rebuild for each player (of course, these XYZ are purely random). Obviously, for all cities, finding DD/Fly will require a maximum of 5 rebuilds, since in Rampart/Necropolis/Inferno (cities with the minimum number of 5th-level spells), there are only 6 spells. This will significantly equalize the chances of cities in terms of Grand Mage building, and make Dungeon and Conflux more attractive in terms of Grand Mage development.
5 years ago
@Gezelligheid Exactly, I'm happy that someone likes that idea :)

Your additional note is important and I agree with that :)
5 years ago
Idea definitely deserves attention.

Statistics

Welcome our newest member: recijeb