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Fallen enchantress legendary heroes faction traits
Fallen enchantress legendary heroes faction traits









fallen enchantress legendary heroes faction traits

Adding "utility" spells to every school that do the same thing, even with the slightly differing effects, kills off the uniqueness of the elements that the game has right now.

fallen enchantress legendary heroes faction traits fallen enchantress legendary heroes faction traits

I fucking LOVE the game, I just have strong opinions on what still needs improvement.Īgain, I completely disagree. Where's my shield.?)ĮDIT: I also hate to sound like i'm just down on the game all the damn time.

Fallen enchantress legendary heroes faction traits plus#

You're rarely punished for taking a sword (counter attacks, shields and higher atk values rule, plus init bonuses after the rusty short sword), but often punished for taking a spear (You don't have armor for my armor piercing spear to pierce? Fuck. There are few early-game positives for taking non-fire schools as a caster. There are negatives for playing a caster sov, but less if you take Fire. There are essentially no negatives for playing a melee sov. I'm not saying the game should be a sadistic dick no matter what you do, but there should be positive and negative consequences to all your decisions. I guess a major theme of my posts is that the game has a tendency to only punish certain decisions, while actively rewarding others. All of those would at least give a non-fire mage some options for early game damage without caving in and taking fire, or leaning on a melee hero buddy. Hurl boulder could have a chance to knock prone, ice shards could have a slow effect, sparks could have a daze/stun effect, searing light have a blind, etc. They could each have their own set of restrictions or sub-effects to justify lower damage than fire generates. Sparks for air, hurl boulder for earth, searing light for life, ice shards for water, something like that. If you want to play a mage, and you want to live and kill things in the early game, you take fire or you die. One thing I desperately wish we had is more direct damage options for the magic schools outside of fire. Still agree, though, that monster armor & hp could use a review. It puts some monsters in the spellcaster sov's wheelhouse. It punishes me for going with a melee crazy sov, since spell damage ignores physical armor. I actually appreciate some armor heavy early game opponents.











Fallen enchantress legendary heroes faction traits