Forum Replies Created
I support the idea, although Gloweye is right about the strenght. I’m all for empire individuality.
@sainttodd: Well, stronger versus elemental attacks and lacking in real weaknesses – would probably mean reducing its damage a bit and other suitable nerfs. Further increasing the price is also a possibility.
@yuriohs: As it is now, no. Hopefully this will change in the future.
@vota dc: Making the golden resistant to many but immune only to spirit is certainly a way to go. Not sure about the other breaths though, a dragon being able to use a breath attack every turn is really strong. Maybe adding some fire damage to the normal spirit breath.
Yes adding blight damage to the obsidian seems like a good plan – or giving it gas breath too. Since weakening breath deals very litte damage and none to already weakened targets this would not be as strong as another combination of breaths
I’m all for that suggestion, changing a few units here and there but still keeping the overall feel of the classes and not changing the units stats too much. However, changing units for appearances only sounds like a bit too much work for little gain – so the new units should be differrent and interesting enough to warrant the work
The first vote is given: Tigrians would be fantastic. One of my favourites from SM and I would only expect them to be better in 3.
Second is harder, I quite like both Archons and Azracs – but only if they would be different enough from Humans. Maybe a totally new race if Triumph could make it fit. It would be fun to see them go even more creative.
Antivote: Why not? I really disliked Shadow Demons and banned them from every game I played in SM. Evil alien demons are just so… uninteresting. Sadly the campagins seem to head in that direction once again. Well you can’t have it all
Well, I’m not sure it fits with the overall theme of the game. While the alchemical themes could work quite nicely – the biotech feels a bit too much sci-fi for AoW.
Regarding the other threads; I’m not sure I agree. Hardly ever seen a thread been successfully revitalized and that’s if you even can find it. The search function is in my experience about as far from perfect it can get and the fact that it doesn’t show up on the start page when you post in an old thread really hurts the reach of the thread.
Ah, well I must admitt that I was surprised too. But not disappointed, since it’s only one model per unit, compared to the other races’ three, I believe it looks good. Sue, AoW3 will always be weird in the way that losing models in your units doesn’t hurt their damage output – though only for logical reasons and it’s not something I’d like to see changed.
And of course I’d like it as a hero mount, but maybe not the basic one. Can’t have too many mounts – still waiting for the great eagle, carrion bird and elephant.
Ah, Christmas came early. One day I’ll stop being surprised when Triumph Studios exceeds my expectations, but apparently it wasn’t today. Seeing that Mammoth made my day, and now I’m hearing higher tier “units”? What are you doing, Triumph?
By the way, has anyone invented the “skip a week” button yet?
Sometimes the AI can be a bit quick to surrender too, and giving you his throne defenders and city will swing the game too much in your favour. If you’re feeling that you want to give it another chance, you can always reject the proposal and allow it to build up again. But playing slowly is usually the best way, or against teams.
Well it depends a lot on how much you want the randomness of which hero you get to impact gameplay. As it is now we have six, soon to be seven, types of hero where race is a parameter – albeit a very minor one. As such, which hero you randomly get doesn’t affect gameplay all that much, but it can be extremely annoying not getting the class you want. For example if you play warlord and really need more elemental channels or at the very least a strong ranged attack, but get stuck with another warlord hero. The more parameters you insert, the larger role that randoness will play – up to the point where a bit of luck in a couple of hero rolls can win you the game over an opponent who’s had consistently bad hero rolls. Something that might be alright for SP or casual games, but not really for competitive MP.
Subclasses and individual hero asymetry are two such parameters that would be fun but, if you made them interesting enough to actually matter, balance would be a major problem. One way to tackle this would be to remove some of the randomness to diminish the reliancy of luck in hero rolls. The easiest way would probably be to offer a selection of different heroes to choose from every time you get to hire one. Maybe fewer options, like two or three, to start with and more later in the game. The randomness is still there but each player would be more likely to get a hero that suits their strategy – which would mean that the heroes could be more asymetric.
As for skill trees, they look nicer but can be a bit constricting. However they can add more powerful skills to a class without making the OP, since you seldom can get to the top of different branches of the tree with the same hero. I’m neither really for nor against it.
Why is the troll evil though? In what way is a troll more evil than an orc or an ogre? I know it has been since the start – it was even pure evil back in AoW, a honour otherwise only reserved to the undead and the shadow (basically the shadow stalker). What kind of unspeakable atrocity did the trolls commit to warrant being branded as evil even in the new tolerant times of AoW3 where even Necromancers can get away with teaming up with golden dragons (probably)
@draxynnic: I do so agree on the Kharagh, an underground dwelling would be perfect
We’ll see, many of us hope for even more races and classes and I doubt that Triumph has run out of ideas. There could be more, but then again every game has to come to a point where enough is enough. Last time the topic came up, Lennart Saas said that there would beat least one more race and the frostling reveal came soon thereafter. I suppose that we can only wait and see.
@draxynnic: Agreed, the mammoth rider is probably the least important if grouped together with bleak warg riders, azrac horse riders and azrac elephant riders. And the difference between a mammoth and an elephant isn’t really big enough to warrant a tier difference either way, even if it worked in AoWSM. Shame to see it go though, if that is the case – especially if we do not see a return of the Azracs.
Having a race that consists of two, at least partly, different races does raise the question regarding how leaders and heroes work. Will you be able to choose between frostlings and frost witches – or will frostlings be male and the witches female? Or will all of them be either warg riding frostlings or chariot riding frost queens? I can’t wait to find out.
Mammoth can still be their cavalry…
And Frost Queen could be T3 cavalry-support ! So much potential !
I doubt it, it would feel a bit weird having a huge trained mammoth as a T2. The elephant is just a wild animal in the game so it makes sense having it as a T2, like the gryphon. Elephant riders where T2 in AoWSM though so I suppose… Still I’d say the T2 cavalry will be a bleak warg rider
I’m guessing the Frost Witches are archers, just because the description only gives them Castigate and an on-hit effect. Making them dual-channel keeps their basic ranged unit from being completely shut-down by cold resistance.
I could be I suppose, or maybe even a T1 Support, depends if Trimpuh really wants to take such an asymertric approach. Having a racial T1 with an elemental dual channel sounds a bit overpowered, especially since very few units are resistant to both fire and frost. I would bet on it being a standard T2 support.
@draxynnic: Makes sense if they want a future elephant rider I suppose, but it worked out alright having both in AoWSM. If it turned up in a new class (merchant/guildmaster?) the frostling one could definitly ride a mammoth though. But one can only dream.
There is the possibility of an extra T3 for every race too. I would be surprised but I do not see it as an impossiblity. Trimuph has shown they really care about what the players would like to see – and quite a lot of players have mentioned it. Seems like less work than adding an entirely new race or class too. “Just” eight or so units spread out over existing races – lots of balancing needed of course but then again that’s always the case.
@motasa: Fast embark, fire weakness and frost protection does indeed sound likely and I would suspect tropical and volcanic as hated. Barrens as a liked would make sense too. I wouldn’t be surprised if they got an +1 to ranged frost damage as well. There “special” class units will probably gain frost-related powers. Frost damage and/or shatter strike seem quite likely.
Hrm, possibly a chariot riding Frost Queen as T3 then – that would probably mean no Mammoth. I’m torn if that is the case, loved the Mammoth but Chariots are nice. Looks great though, can’t wait to go pillaging with my Frostlings again. Don’t mind the “ice amazon” myself, considering she is probably so completely immune to all things cold as it is, so she wouldn’t need the extra clothes. And I can see where they’re going with the idea of frostling society, and she seems to fit the bill.
Will be interesting to see if they gain the Frost Tank/Cannon from AoW2/SM instead of the Flame Tank as the first racial machine. Unless I remember incorrectly there is a mention of it in a description somewhere.
Great news indeed, the sheer amount of features that are being worked on was beyond anything I could have imagined. Finally the Frostlings will return – but this time intermingled with the Frost Witches, hopefully we’ll see how they look quite soon. And it sounds like race will actually matter a hell of a lot in the near future – with bonuses for both mono- and multirace gameplay.
Triumph Studius continues to impress more and more with every passing dayNovember 19, 2014 at 13:21 in reply to: Dev Journal: Improving Race Variety & Starting Perks #135034
A really good idea that, could be implemented as a last step of leader creation. Thus, your choices being saved with your leader, you wouldn’t have to waste time deciding what to pick before every game.
I’m all for things mean less focus on luck and more on strategy. Sure, it might mean extending the gap between new and experienced players further but I don’t see that as a major problem – and it’s not that fun winnig because the opponent got dealt a terrible hand.November 15, 2014 at 14:55 in reply to: Dev Journal: Improving Race Variety & Starting Perks #134453
Love the Butcher, wonderful having him back. I would however agree to the opinion of nerfing the Skewer instead of removning it and place it in the barracks – with Evolve.
These news almost brought a tear to my eyes – I really should care less but you are doing such a terrific job. Keep it up, I’ll keep throwing money at every game and dlc you release.
And lastly, I also do hope that I’ll see the Mole Rider again before you are done. Hopefully with an extra T3, or equivalent balancing by other means, for every race. If that happens – I’ll propbably buy the game and dlc all over again just to have a way of throwing more money at you.
Ouch, low chance of getting all of those in the same game but still. Maybe hard-capping hero physical resistance at 90 % would be in order, just to be safe? Or maybe not, could be seen as a victory condition – win by conquest, diplomacy, seals or the immortal hero.November 5, 2014 at 22:56 in reply to: Is there a plan to re-enable mystical city upgrades for dwellings? #132966
Indeed, very unlikely that it would make a huge difference at all. Shouldn’t really be a problem to enable it then either – since quite a few players have requested the option by now.November 5, 2014 at 21:43 in reply to: Is there a plan to re-enable mystical city upgrades for dwellings? #132952
As far as I’ve gathered – they were enabled at some point in the beta, but removed before release. I’d say that the dragons and giants will survive quite well without them – and risk being overpowered if they received bonuses from them (Fire Giant with Killing Momentum and +2 physical, anyone?). The Fey would possibly be at an disadvantage – unless all fairies would be classified as support units. Something I think certain classes would not mind at all (do I want to face a Nightshade with phase, inflict stun, resurgence, projectile resistance and +1 resistance…? I’m sure I want one though).
Interesting thread to get such a big response – considering it’s only one player voicing his/hers opinions that the halfling farmers are too silly. The OP does so in a civilized manner and does not at any point in the post “demand” that the halfling farmers should be removed – merely asks the developers that they steer away from this particular type of humour in the future. The topic should be more whether the community agrees with the OP or not – not whether you consider the OP or any other poster an idiot for having a rightful opinion.
Personally, I am a bit divided. Are the farmers silly? Sure. Over the top? Perhaps. Would I have given them the chicken ability? Most likely not. Do they fit in the universe? Yes and no. Are they destorying the game? No. Not for me, at least. But as chrysophylax páuperem just noted, immersion is subjective and for some it might be spoiling a bit of the fun. I do, however, not deem it likely that there will be many more units like the farmers in the future – I can’t really see something like it fit into any other race, regardless of which races the developers choose to implement.
Safe to say, if any of us where developers; things would look a bit different. Me, I would for example not have oversized most weapons, done something completely different with the draconians and taken a more serious route altogether. But that would have made it another game and I’m far from sure that it would have been better.
My ideas are as follows:
Here I’ve got nothing. A foot knight Draconian could be interesting but two T3 infantry units could be weird. Maybe giving it a pike. Not really for making it monstrous, sure the Draconians are a bit special but I quite like the whole “racial means racial” concept
I love the old Mole Rider and I think it could work differently from the Big Beetle. For one it would be slower and stronger. I’d say that movementwise it should be barely faster than an infantry unit, if even that – it’s a huge almost blind mole ridden by a dwarf in heavy armour. What would you expect? Secondly it should have one ability that puts it even further from the beetle: undermine. This could be one out of two things, either a single attack against a wall dealing massive damage or a medium range phase-like ability with a cooldown. Essentially giving te dwarves a way of getting past walls without a flyer or phaser
Hrm, Butcher or Wyvern (Drake) Rider? Either could work, the Butcher is more unique but how would you make it useful? It shouldn’t end up too close to the Phalanx, and I’m not sure life stealing would be enough. The Drake Rider would have a problem sticking out – I suppose adding blight damage would make it the only racial flyer with elemental damage but maybe thats not good enough. A classic strike and return maybe? Single target, long range attack that strikes once and allows for one retaliation when it flies away. Even more racial fliers though – this would leave the Orcs and Humans as the only races without an different way of getting past walls.
Thanes or Sherrifs could work. “Strong” halfling infantry with nice supporting abilities. Feels a bit wrong not giving them ponies though but we probably can’t have more halfling mounted units.
I like the whole Stormlord/Priestess idea with a minor call lightning and evolve. Builds on the strenghts of the race without making up for the weaknesses. Another idea would be returning the Ranger again. Quite a lot like the Hunter though but also very competent in melee.
Asch, Humans… The Witch Hunter sounds quite interesting, the name might be a bit too close to the Monster Hunter though. Giving them a nice pike unit could work too. Maybe wielding light muskets with a long bayonette.
Quite though this one, I don’t want to suggest another flyer or any kind of ranged troop – they are Orcs after all. I got thinking a bit about a “Beast” Rider. Heavily armoured Orc riding an huge war beast – maybe similar to a primeval rhinoceros. A really strong cavalry unit – highest hp in the game with decent mp. Wall crushing of course, maybe a trample ability as well. Works as charge but the unit continues running through the defender – causing extra damage and ending up behind it.
I do see where you are coming from but I see quite a few problems with most of your suggestions.
Regarding the T2:s there is the problem with class-synergy.The problem being that every unit type is already implemeted with class. Say they added a nice reliable T2 infantry for the elves? It pretty much has to clash with either the Crusader or the Berserker – making either it, or the one it’s clashing with pretty much useless. And for classes like the Arch Druid a reliable infantry unit that is easy to get would be a great thing indeed – making the choice High Elf Arch Druid even stronger.
T4:s is another problem, mainly what would they be? Creatures of other races like the old Dragons, Gluttons, Avatars, Elementals or powerful racial machines? They are mostly already in the game and happy right where they are or they belong to the domain of one class or another. The best of the best the race has to offer? That’s a T3 for you – I can’t really see the dwarves offering a better fighter than the Firstborn. No to me the T4:s should be tied to the class or dwellings. They are rare things of raw power – how could a simple city produce things like thoose?
T3:s on the other hand, I’m mostly for. Sure they have the same problems as the T2:s in regard to class-synergy, but less so since they can have more diverse and powerful abilities without being broken. Then again I might just miss my old Mole Riders.
Really great ideas – you seem to be in line with most of personal desires for the Necromancer class. One note on the Animate Ruins spell that crossed my mind a couple weeks ago during an AoW thinking session; what if you could animate razed dwellings?
Something that would cause the entire unit line-up to change into something fitting for teh Ghoul/Undead setting. Say Bone and Obsidian Wyverns and Dragons for the animated Dragons Peak. The others would require a bit of extra work since there isn’t enough Undead or otherwise fitting units to incorporate. Some, like the Nightmare for the Fey and Troll for the Giants could work, but few other existing units. The Archons are a different matter – maybe giving them a living Archon dwelling as a counterpart instead and making sure both living and undead types can be spawned in the RMG?September 16, 2014 at 21:44 in reply to: Dev Journal: Nagas & other Monsters of the Golden Realms #122351
Really nice units – but doesn’t the Guardian only have two arms?
They’ll come down fast under focused fire from ranged units though. Poor Glutton, only 8 defence and no regrowth or slip away – it´s going to be interesting to see if his swallow whole is worth it
Wow, what a nice gesture. Can’t really pass on such an opportunity.
Steam ID: ealmer
I would love to have at the very least an option for this. Now it feels like producing a new city and leveling it up to a usable size is way too easy. More forts and fewer cities would be great. And not by disabling the settler option which is already in the game.
Same reason Warlord hasn’t got a T1 – to make the class a bit more unique and interesting. Furthermore the Rouge Shadow Stalker is essentially a T3,5 – in most situations it’s damage potential and protections makes it as strong as most T4’s
22 here, so I guess that I’m one of the young ones. Male and from Sweden. Grew up with HoMM3 but it never felt the same after SM was released. I don’t even think that there’s a third game worth mentioning after SM and AoW1 if I count by hours played. Until Tuesday that is – I probably should be a bit concered about my studies…