A idea how to make units/factions better

Discussion of all aspects of multiplayer development: unit balancing, map development, server development, and so forth.

Moderator: Forum Moderators

User avatar
Akkarin345
Posts: 429
Joined: January 19th, 2008, 6:16 pm
Location: England

Re: A idea how to make Mages better

Post by Akkarin345 »

I meant in defence.
IB
Posts: 330
Joined: September 28th, 2006, 11:38 am

Re: A idea how to make Mages better

Post by IB »

Well, I just had an idea about how to make Thieves better: They could advance to Fire Dragons. It would make Thieves more interesting, at least I think so. Is it good idea or not?
Jozrael
Posts: 1035
Joined: June 2nd, 2006, 1:39 pm
Location: NJ, USA.

Re: A idea how to make Mages better

Post by Jozrael »

If his skeletons are chopping my mages I'm screwed regardless of strong or not. I should not be counting on an extra 1 dmg of retaliation to deter my opponent from attacking.
User avatar
F8 Binds...
Saurian Cartographer
Posts: 622
Joined: November 26th, 2006, 3:13 pm
Location: Mid-Western United States

Re: A idea how to make Mages better

Post by F8 Binds... »

My opinion on the strong trait on mages, and perhaps other units-

The trait system was never intended to be always optimal, giving the player the best traits on the proper units. This diversity was intended, and I don't feel removing the strong trait from the mage has a proper basis, or adds any dynamic flavor to the game.
Proud creator of 4p- Underworld. Fascinated by Multiplayer design and balance.
I am the lone revenant of the n3t clan.
Jozrael
Posts: 1035
Joined: June 2nd, 2006, 1:39 pm
Location: NJ, USA.

Re: A idea how to make Mages better

Post by Jozrael »

I feel it's similar enough to the Dark Adept situation (where it was considered worthy of removal) to be implemented.
User avatar
Golbeeze
Posts: 441
Joined: November 13th, 2007, 3:18 am

Re: A idea how to make Mages better

Post by Golbeeze »

I suppose my point of view is the minority here, but I like the strong trait on mages. What kind of units will attack mages? Ranged units? I THINK NOT! So why not have a little extra umph for yourself when the enemies come knocking?
My_Own_Minion: get rid of the scientist, i can take the blind guy

Talkative: You're like the Wizard of Oz, but evil.

Add-ons in 1.8: Golbeeze's Maps, Golbeeze's RPGs, Evolving Era
Contributor to and Maintainer of Mercenaries
User avatar
A Guy
Posts: 793
Joined: May 24th, 2008, 1:55 am

Re: A idea how to make Mages better

Post by A Guy »

Golbeeze wrote:What kind of units will attack mages? Ranged units? I THINK NOT!
I attack mages with DAs all the time.
I'm just... a guy...
I'm back for now, I might get started on some work again.
Jozrael
Posts: 1035
Joined: June 2nd, 2006, 1:39 pm
Location: NJ, USA.

Re: A idea how to make Mages better

Post by Jozrael »

Regardless, you have a point that they will largely be attacked by melee units. I suppose it's not as -absolutely- worthless as I thought.

I'd still prefer mages not having strong. Honestly, it's the biggest trait 'irk' for me in the entire game. Even -shamans- are slightly better with strong since they don't have an extra-damaging attack like mages. If you're trying to level them, occasionally the circumstance pops up where having that extra 1 dmg is nice.
wy29
Posts: 13
Joined: April 13th, 2008, 11:53 pm

Re: A idea how to make Mages better

Post by wy29 »

I thought the main benefit of the strong trait for a mage is the bonus HP.
1 hp can be a difference maker between dying in 3 hits or dying in 4 hits.

Of course not comparable to the resilient trait, but a strong and resilient mage is still pretty desirable.
TromboneStar
HP 42
7-3 Melee Trombone
4-4 Ranged Star
Jozrael
Posts: 1035
Joined: June 2nd, 2006, 1:39 pm
Location: NJ, USA.

Re: A idea how to make Mages better

Post by Jozrael »

Quick/resilient is my favorite for mages. Then Resilient/intelligent. Then Quick/Intelligent.
User avatar
F8 Binds...
Saurian Cartographer
Posts: 622
Joined: November 26th, 2006, 3:13 pm
Location: Mid-Western United States

Re: A idea how to make Mages better

Post by F8 Binds... »

To be honest, I don't even agree with the adept strong trait situation, but I would sympathize it more than the mage strong trait situation.

Traits are just to add flavor to the game, not to be detrimental or optimal on every unit. As such, sure you'll have non-quick dwarves, strong mages, non-strong elvish fighters, etc... it's just to add diversity- it's not a big deal that strong mages aren't as powerful in their primary function as quick, intelligent, or resilient mages.
Proud creator of 4p- Underworld. Fascinated by Multiplayer design and balance.
I am the lone revenant of the n3t clan.
User avatar
Akkarin345
Posts: 429
Joined: January 19th, 2008, 6:16 pm
Location: England

Re: A idea how to make Mages better

Post by Akkarin345 »

I don't agree with strong being taken from either:

Dark adepts - when they become necromancers get good staff attacks especialy when you combine it later with the drain or plague.

Mages - As said before that little edge might be needed. Also in later levels the extra strength helps the mage when he has a better use of his staff or mace.
User avatar
woodmouse
Posts: 1435
Joined: August 9th, 2008, 6:26 pm
Location: Finland
Contact:

Re: A idea how to make Mages better

Post by woodmouse »

I had another idea, but to make loyalists more interesting/better so Lieutenant would be able to level up to Royal Guard, and making Royal Guard avaible to advance to Grand Marshal. How does this sound? I mean, it's really stupid/boring (at least I think so) that Royal Guards can't advance to Grand Marshals.
Check out my sprites!
User avatar
Akkarin345
Posts: 429
Joined: January 19th, 2008, 6:16 pm
Location: England

Re: A idea how to make units/factions better

Post by Akkarin345 »

Royal guards guard people they aren't leaders. Also then its giving the spearmen a lv4 unit which it doesn't really need.
User avatar
woodmouse
Posts: 1435
Joined: August 9th, 2008, 6:26 pm
Location: Finland
Contact:

Re: A idea how to make units/factions better

Post by woodmouse »

Akkarin345 wrote:Royal guards guard people they aren't leaders.
Well, yeah, but they are similar to Grandis. XD (I know, it's a bit weird thinking this way... :lol:)
Check out my sprites!
Post Reply