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Thread: [Patch 1.6 and 1.7] Limbic and Ubisoft are open for your suggestions | Forums

  1. #11
    Junior Member
    Join Date
    Aug 2012
    Posts
    1
    Hi everybody.

    First of all, i'm french so sorry if my english is not that good (and this forum is more alive than the french one) so feel free to correct me about grammar or vocabulary.

    Next, there are a few things i would like to have in the next patch. I will focus on skills balancing. At the moment, there are disciplines in might as well as in magic who are unbalanced in blood or tears reputation (like light magic, mostly tears reputation) and this is my main concern.


    Might

    Parangon
    Diplomat : i don't see any interest in this skill. If there was more creatures recrutable on the map, it will be an other story. It could be usefull if the cost of creatures bonus was applying for the creatures in the city

    Tactics
    Battle march : The bonus is applying only in sieges. Why ? sieges are just a few part of the battle

    War cries
    Pressed attack : the number of turn doesn't improve with the blood reputation. It should be 2/3/4.

    Warfare
    counter-strike I : the skill improves the damages so it should be better in blood reputation
    counter-strike II : the skill gives more retaliations. This is more offensive than defensive so it should be in blood reputation too. (but counter-strike III is well-placed in tears reputation)


    Magic

    A little general note about the summon splells : the reputation is always tear. I suppose this is because the summoned creatures take damages in place of army creatures. But they also do damages (and not just a little bit). So it sis an offencive and defencive spell. I think it could be in a neutral reputation.

    Air
    Storm Winds II : the skill makes damages so it should be in blood reputation. (like for the counter-strike tree, storm winds I is well-placed in tear reputation)
    Grounded : a skill just for birds... I pass, no interest. Could be usefull with a mouvment penalty for all other creatures.

    Fire
    The magic school is unbalanced in the blood reputation side. A tear mage hero has few interest in this school.

    Earth
    the blood reputation spells are too specific, siege aren't the most part of the game.

    Water
    the chilled effect is usefull when you use fire magic after but how many factions can use water magic and fire magic ? so this effect is not really usefull.

    Light
    Retribution aura I, II, III : the skill do damages, so it is offensive, so it should be blood reputation. And there won't be unbalancing between tear and blood reputation skills in this magic school anymore. Before that a light magic hero with blood reputation had only sunburst (with few damages) and blindness.

    Darkness
    since the 1.5 patch, there is no unbalancing anymore between tear and blood reputation skills.

    Prime
    Magic affinity I, II, III : should be in blood reputation just like assailant I, II, III are.



    thanks for reading (and sorry for my bad english)
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  2. #12
    Fix dynasty weapon: Asha's Staff of Eightfold currently refills mana to full each day instead of the +10 mana it says it would refill.

    Also while your on the bug fix for Blade of Arachne, maybe you should also be toning down its life drain passive. It seems that 15% life drain in the hands of a might user is a little to powerful. I suggest making it an activated ability and having it last for 6 turns. As of right now it lasts forever and needs some kind of balancing to the duration and its effect.
    "Never one to harm the grass"
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  3. #13
    Senior Member
    Join Date
    Dec 2011
    Location
    Eastern Europe, The Balkans
    Posts
    692
    Great, did not expect that!
    Please see my signature...

    Also, for the Tears/Blood for 2ndary heroes, if you don't want to do it for Tavern heroes, a suggestion: at least make it for the 2nd in command hero of the Campaigns, which carries over from one mission to another.

    A preliminary priority list (gotta think more on this):
    1) Fix the dual monitor mouse cursor bug, so that cursor stays on the main monitor after an Alt+Tab out of the game, then Alt+Tab back.
    2) Fix Spell book scroll bar bug (Tears/Blood/Neutral/All).
    3) Artifacts in Advanced Merchant change on save on load - should stay the same. Plus fix the Special offers there (10 wood for 10 ore, 30 crystals for 1500 gold/etc), so that they stay in towns not used in on save/load. Now when you load a game, you can't use the Special offers in any of your towns.
    4) Fix all broken creature Special abilities - ArchLich, Blazing Glories, Fire Elementals Cremation.
    5) Fix all keyboard shortcuts that do not work - D/W when defending, C for Spell book.
    Last edited by NakiBest; 08-17-2012 at 08:50 PM.
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  4. #14
    Anastasya's necromancy ability in the campaign is very bugged, the gauge does not fill to 3rd and 4th levels even if she has reached them.
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  5. #15
    please polish the town screens, they look like rough drafts. an option to revert to the original town windows would be nice.
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  6. #16
    Sarah's flaming hair often covers her face
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  7. #17
    I have one.

    Fix the Soulforge page and Altar of Wishes under the Conflux website. both has been broken since their release.
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  8. #18
    Fix cleave in general. For instance, if a unit kills another unit with a debuff/DOT/retaliation, they do not benefit from cleave because it was not on their turn. Either make it not trigger cleave or make it so that they get their second action when their turn comes around.

    Improve variety of heroes. You don't get a whole lot of options for blood or tears heroes on certain factions, because they dont have any faction skill trees and their magic skill trees don't include much in the way of blood/tears abilities. For instance, while tears sanctuary has plenty of options, blood sanctuary pretty much only has the air magic skill tree. Blood haven is pretty limited in the spell book as well. Might heroes are pretty much the same regardless of faction, the major difference between the playstyles comes from what units you get. Very few dynasty weapons for might heroes really change up the play style.

    A mode where your able to battle the bosses with a proper amount of troops on any faction with a lvl 30 hero.

    Following the example of the Blade of Binding's suggested change to the lvl 3 ability, make Angelic Alliance's resurrection scale with army size.
    Allow Perfect Silksword's buff to not consume or require an action as the ability is inferor to many comparable abilities, or buff the effect.

    Make the inferno tears might spell "Seal of Power" have a combat effect or allow it to be casted without consuming or requiring a hero action. Or just replace the spell.
    Blood Magic Stronghold abilities are very poor and should be replaced,

    I'd like to be able to sort and manage my heroes in my dynasty.
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  9. #19
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  10. #20
    Quote Originally Posted by shop4A98B0C7F View Post
    Fix cleave in general. For instance, if a unit kills another unit with a debuff/DOT/retaliation, they do not benefit from cleave because it was not on their turn. Either make it not trigger cleave or make it so that they get their second action when their turn comes around.
    Good catch, I forgot how annoying that can be.
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