Hound

Hound

Joined Member # 3087929
5 Posts 86 Replies 1,516 Reputation

Permanently trading your Essence for something beneficial is a core concept of the game and should not be changed. Losing 1pt of Essence from dying is appropriate. Death should always have severe consequences instead of being a minor inconvenience. I would even take perma death and game over much rather than making death inconsequential and the game world less immersive as a result. But maximum Mana should be separated from Essence completely. I would rather have a Mana Vault / M

98 Replies 266,519 Views

If and when they will force a spell pick screen, it should rather appear before you start researching a particular spell. It would make more sense knowing what they are trying to figure out and you'd have something to anticipate while the bar moves. If midway through you would change the spell being researched, I would like the game to remember how many points were spent on the first spell when you resume researching it.

2 Replies 2,269 Views

Movement rate and combat speed need to be separate, endurance vs. reflexes/agility. I'd rather not have significant movement rate upgrades for Sovereigns on level up either. There's no way to justify someone traveling twice as fast, barring someone carrying a heavy load. But experience does not make you faster. It might make you better at traveling difficult terrain and eliminate penalties though. There will be enough spells and mounts to speed you up I'm sure. Hea

41 Replies 22,653 Views

I don't oppose some vanity and cosmetic improvements for those who want them but... the tiles don't look too good. All cosmetic changes should be consolidated into one spell and the flowers etc. need to look organic instead of a square tile of flowers next to a square tile of mushrooms.

12 Replies 6,844 Views

It is not about being "ultimately powerful" in the beginning. Just an established spellcaster or warrior who can fight bandits and such without too much trouble. Obviously being able to cast a fireball or two is an insignificant power compared to raising volcanoes on the global map.

11 Replies 2,413 Views

Both MoM and EWoM use the same mechanic: every spell takes X spell points to research. In this case, the MoM system is simply better. Select the spell you want to research in advance. No need for any notifications, sounds etc. No points wasted. I guess the devs wanted to have a hard cap in how expensive spells you can get. But the hard cap could also be established by the amount of spell books you have of a given school. You could then either find or r

3 Replies 4,936 Views

The Sovereigns do need a much wider selection of spells before any research is done. Unless you spec your Sovereign as a warrior in which case they should get some decent equipment so they can fight. But if you spec as a pure spellcaster you need enough basic spells to be able to adventure and fight too.

11 Replies 2,413 Views

[quote who="TyLarson" reply="80" id="2663285"]If you want sovereigns to be more interesting I really think that getting rid of the stats options on the creation page will help. No Attributes should be visible while making a character. Nothing shuts down the creative process like the urge to min/max. I am a former pen and paper game designer so I know a bit about this. Just have talents, professions, and skills available. What this does

173 Replies 597,659 Views

[quote]ITEM #5 DETAILS AND EQUIPPING[/quote] Concerning the details, it still feels like there is much needless complication in them. In Sovereign creation, you assign points into these RPG DnD stats, but you can't even see them in the details. Furthermore, each stat seems to only affect one secondary stat. STR affects attack, DEX defense etc. If the RPG stats only affect one thing surely they are unnecessary. We should be putting points directly into Attack, Def

173 Replies 597,659 Views

I agree that multi turn casting spells with a chance for other Sovereigns to interrupt them should be in the game. In MoM, playing a Sorcery specialist and spell blasting other Wizards' spells in casting was awesome. But I don't think transferring your essence should necessarily take a ritual. Essence lowering spells should just have flashier visuals with part of your life force departing your body. There should be a distinction between combat spells and global spells tho

16 Replies 16,854 Views

I would like to see spell upkeep on a more personal level instead of drawing power from any buildings. It should be the caster personally maintaining the spells, possibly drawing the power from shards, to avoid city and magic building spam. The most powerful spellcaster should be the one that does not waste essence on cities beyond the first.

91 Replies 161,132 Views

Magnars are called Quendar now? Cool. I welcome any setting without elves and dwarves with open arms. The Diablo universe actually has a really cool setting with only men and demons in it. But the most important thing of course is quality writing, pointy ears or not. In EWoM, could the kingdoms of Men be more culturally diverse by any chance? :)

108 Replies 229,558 Views

Disciples 2 had an insanely fun way of leveling up your heroes even if their abilities were otherwise a bit simple. You picked a new talent/upgrade at each level up and it always meant something. AoW:SM had it too but your heroes died easier with the lack of a retreat option if you were attacked. MoM had really cool heroes too with unique abilities.

29 Replies 25,012 Views

With the nobles and their daughters in the Inns it is a double immersion killer. Unless the word "noble" is used in a slandering fashion for the people who used to own something pre-Cataclysm and are still desperately hanging on to their former status. But since these "nobles" of ruined places pay you rather handsomely for escorting their daughters I don't know what to think. They are out of place.

42 Replies 100,462 Views

[quote who="Thiryn" reply="18" id="2659834"]Honestly, I don't understand the hate for the lore. If you want a game which is a completely blank state lore-wise then play Spore.[/quote] Was that directed at me? I said I found the lore inspiring. Save for the race of Men who are a little bland compared to the different races of the Fallen. My opinion is that the race of Men should be more diverse culturally and visually.

108 Replies 229,558 Views

I'd like to see the Intelligence stat removed and replaced by Essence alone. Your essence score would determine the power of ALL the spells you cast so creating another city would really weaken you. If you want your Sovereign to be the ultimate badass himself, you only build one city. Sauron only had one city, didn't he? :) edit: I didn't realize you could expand the "green zone" by chain-building cities next to eachother. That's lame. A set amount of Essence should

16 Replies 16,854 Views

I wish they had gone for the Sins of a Solar Empire approach with the lore. Having some cool lore but not too much. Creating interesting factions without going too deep into Kingdoms and Empires because it is already getting quite confusing. And sadly these Capitar and Pariden etc. aren't especially interesting because they are too similar. The kingdoms should at least be divided geographically into Anglo-Saxon, Northmen, Saracens etc. so that they would have dif

108 Replies 229,558 Views

There's less garden building now but I still don't see the point of it. Houses you still need to build just the same. Every starting location should have enough food available to become a major city on its own and to feed another settlement or two. Then it would be up to the player whether to try and find another fertile location for a big city (should be very rare) or found smaller, specialized villages or forts. I'd like to see things like a fortress dedicated to

12 Replies 43,928 Views

[quote]The world was broken. Now… Civilization is gone. Life hangs by a thread. The only hope for Elemental is you.[/quote] The backstory was quite the inspiring read. But then the game starts a century later and... General Carrodus' background states he made his way to the City of Ruvenna. So there is civ

108 Replies 229,558 Views

Well you can have a non-existent, half-assed setting like in most other strategy games or you can have a believable setting with inspiring lore. Wasteland inns in the middle of nowhere in a destroyed world clearly do not belong to the latter. Even though some people in the beta don't seem to be too bothered about them or even defend their existence for a reason that eludes all logic. Inns belong to a later stage in the game where cities have been rebuilt and there

42 Replies 100,462 Views

Definitely need a paperdoll inventory and an easy way to transfer items between your Sovereign and Champions. Suggestion for inventory screen: Paperdoll with slots on the left side and all items listed on the right side with icons and names. Right click for item descriptions. Icons of all units in the group lined up on top. Drag and drop to equip or transfer items. And double click to equip for those who like double clicking. Clicking on any

3 Replies 1,002 Views

In a post-apocalyptic world the economy would be non-existent and money would have no worth. Inns are a business. No paying customers = no inns. A century after a cataclysm where all the cities were destroyed there would be lots of ruins , small settlements and villages where people would gather and focus on survival and defending themselves against raiders. There definitely would not be traditional inns where travelers pay with gildar. Wi

42 Replies 100,462 Views