jakjak

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  • in reply to: Im gonna make one #194494

    jakjak
    Member

    As far as leaders he doesn’t show up in the leader library drop down menu though I linked him to a hero picked his specializations ect is there a different box to click? and there isnt a way to access ones ive already made in game right?

    in reply to: Im gonna make one #194468

    jakjak
    Member

    Hey thanks for the help in regards to question 2 would it be relatively easy to do equally for all eight players? its a little tricky for balance to have it be exploration dependant and I dont want someone to swoop in and nab someone elses hero and no idea how it would work with AI

    in reply to: Campaign endings for eternal lords #192164

    jakjak
    Member

    Thanks for the tips Gloweye There was a spoilers tag in his response that contained spoilers I was just asking if there was another way to see the endings due to my bad luck and general sillyness 😛

    in reply to: Campaign endings for eternal lords #192111

    jakjak
    Member

    Its just not the same *sniffles* thank you though I suppose once my butt un numbs itself I can give it another go

    in reply to: The Day After: Update and Plans #186769

    jakjak
    Member

    I am very very impressed with the expansion I thought that the t4 summons would be game killers but both times I got that far they were the last spell to pop up and it was not game breaking by that point I was also apprehensive about the ghoul mechanics but it seems to have been done expertly however I did somehow end up with a ghoul ice dragon when I thought they were immune? I was a little sad that your very first city is ghoulish and slow growing and that it is harder than I thought to leave a city non ghoulish because you dont get to absorb a non ghoul city without them becoming ghouls as well. I think overall for balance this was probably a good call my 2 balance things are that bone horrors maybe could be buffed slightly at higher medals and frostling could maybe do a little less frost damage I seem to annihilate racial units of similar tiers especially at the the t1 t2 marks but please please please add a save map function I was really excited that the editor didn’t work for a couple days pre launch and then really sad again

    in reply to: Dev Journal: Bone Collector and Deathbringer Units! #131092

    jakjak
    Member

    This body eating/absorbing ability for the Bone Collector sounds very neat but problematic I like the concept but I hope its either a passive ability when you pass within x hexs or a big enough boost to dedicate a turn of not using him as a tank to achieve if not. ie) if an archer/priest (other than human of course) can deal as much as you just gained plus you missed out on a turn of using him for offense well id be disappointed

    The Death Dealers are perfection and sexy besides I would like clarity on the nature of this curse and I dont think this should be the only way to inflict it on enemies though it could be perhaps the most common necro heros for sure should have this ability

    in reply to: Dev Journal: First Necromancer Units! #129520

    jakjak
    Member

    No path of anything(unless they are 2 turn ordeals) ugly crisscrossing lines all over the map is not sexy and its not feasible in multi player to cleanse lands outside of your domain or to expend mana on aethetics

    The necro units look interesting cant wait to see the higher tier ones 😛

    in reply to: Elementals: A flavor for everyone #129384

    jakjak
    Member

    I love all of them very good variety though I have to say frost elementals die twice as much as the others


    jakjak
    Member

    Yes please I kept meaning to post on this but always forget probably because I play mostly multiplayer but still super annoying

    in reply to: [Following] Things that must be fixed #127023

    jakjak
    Member

    I think that is the best way to figure out black screen is just to play a game online it could probably be a quick 3 player game with starting stacks or maybe it has to run for a certain amount of time? like how lobby screens that have been open too long sometimes crash on load. but its worth a try to just have one player attack another at their capital the loser exits the game then when the next player attacks another player (any player) you should get black screen.

    in reply to: [Following] Things that must be fixed #127016

    jakjak
    Member

    Hey thanks good to know a lot of these are being looked at! I wanted to get other stuff from other players before I posted it in help and support so it could be more comprehensive

    Black Screen I will play with you and a few other players this weekend if you are free and willing? usually observe battle is on I dont think its battle related so much as after a player loses and then clicks exit game the next two players to engage in a battle no matter who the surviving clashing players are lock the screen and it goes black forcing everyone to reload the auto save where a lot of games particularlly international ones die in the lobby

    Auto scrolling of the chat box occurs constantly in MP wether in lobby or in game you can only see the last 10 messages it will let you scroll up but it snaps immediatly back down so it takes finding the same sentance 3 times to read it

    So far as secret spells great stoning was the most game breaking but I think all the secret spells cannot be disjuncted in MP I thought the guy was messing with me cus I know I have dispelled a few previously granted before the patch and expansion perhaps it only applies to the ones from empire quests opposed to wizards towers

    in reply to: Great Item! Is it new? #126809

    jakjak
    Member

    It is new and a very nice item one of my favorites

    in reply to: Racial Hero Abilities #126801

    jakjak
    Member

    I suggested this a while ago lol there could be a few spells or empire upgrades (just a couple) as well I dont think I like the idea of changing hero types to support etc however I like the nuetrality of a fresh hero/leader

    in reply to: About vanishing heroes… #126133

    jakjak
    Member

    I kill heros I dont want or cant afford

    in reply to: Spontaneous Mutation is way too powerful #126008

    jakjak
    Member

    I really like this spell and all of the spells in wild magic actually but I agree they all are a little cheaper than they should be

    in reply to: Dev Journal: Necromancer Class Design #126006

    jakjak
    Member

    Personally Id rather not have some whacky mechanic that makes them a lot different to play.
    -Id just add as empire upgrades some sort of template that effects your racial units it could have degrees or multiple upgrades
    -I think zombies skeletons vampires bone horrors necro mages etc should be made in cities,ghosts and dread reapers summoned.
    -I think that having a necromage is the best way to go because you could have some passive ability that has a 30-50% chance of raising each humanoid killed as a zombie or skeleton this could work in battle after a # of rounds but id prefer it as a strategic mechanic if I had to pick after battles it can also be a leader upgrade. If you want to bolster this then as a level upgrade or hero upgrade you can have an active ability raise greater undead. Id probably make them weaker overall but give them decent abilities slow xp gain but evolutions something like…

    UNITS

    Floating eyeball- as a scout maybe doom gaze at gold medal
    Zombie-slow and weak has to have regrowth maybe low attack but with 1 blight and 1 spirit I think and poison spit crippling wounds as level ups Id make them gain xp at half the normal rate cus well they are mindless then have them evolve into flesh goloms which can gain as level ups fearsome and a passive inflict disease which randomly inflicts noxious vulnerability,brain rot, enfeebling fever, exhausting fatigue or blind
    Necromage-starts with passive raise undead after battles and poison bolts gets control undead and heal undead maybe a moral boost only for undead at level ups gains xp at half rate because they are focused on becoming a liche evolves into a liche giving mind control immunity and nagafire then as level ups active raise greater undead, ranged life steal, maybe extra blight damage they would end up after a lot of work slightly less powerful offensivly than apprentices slightly better at staying alive and then being able to raise dead which should also require empire uprades
    Ghost-incorporeal higher resistance phase energy drain or something maybe broken spirit at gold
    Bone Horror-high Hp slow swallow whole wallcrushing projectile resistance maybe tireless at gold
    Dread Reaper -fearsome life steal passwall then as level ups thow curse a %chance of instant death touch attack

    LEADER UPGRADES

    So much that can be done here has to include raise undead raise greaer undead could be ghost based- phase,incorporeal army,freezing touch,siren scream liche based-weaken,naga fire,ranged life steal,fearsome army,march of the undead giving regrowth vampire based- seduce, regeneration, life steal for army you could double resistances upgrades but make them also give a weakness you could do the same with a bone armor type deal possibilities here are practically limitless

    SPELLS

    Lots you could do here as well Im not gonna spend time here but I kinda wanna see a blood sacrifice so we can see undead or obsidian dragons maybe just randomly kills 8 tiers worth of your units to summon one

    EMPIRE UPGRADES
    Again lots you can do here I think if you are going to be raising undead upkeep reduction is a must for low tier units and I think again this is the best place for changing racial units and allowing mages to raise dead

    in reply to: Why do the Halflings have really 2 archers? #122102

    jakjak
    Member

    Fire works feel very good for balance it kinda bridges the gap between flamers and other ranged units throw cleaver seems very very nice though by the time I built it I had extra ranged damage on my hero but we will see how it works out id probably like it more if it got a ranged penalty at 2 squares instead of 3 along with its shortend range in general because I just used something else until I got close enough then switched to cleavers it would vary it some more I built these items in the arcane item forge I havent played as a halfling

    in reply to: Announcing Patch V1.4 (now in Public Beta on Steam) #121068

    jakjak
    Member

    Very nice indeed!

    in reply to: Golden Realms Steam Giveaway! #119908

    jakjak
    Member

    jakjak
    Member

    Thank you for the abilty to attack trespassing units

    in reply to: How Does Concealment Work? #119731

    jakjak
    Member

    Same with your cities you cant ambush them while they attack either proof of this is that they do not constantly send or ever send scouts to take cities with all invisible units

    in reply to: HUMAN Balance Discussion #114764

    jakjak
    Member

    Inflict crippling wounds should still be an upgrade it can be very useful, but otherwise looks good to me.

    in reply to: GOBLIN Balance Discussion #114761

    jakjak
    Member

    I think it is a more effective way of representing how plentiful goblins are supposed to be. It is not a perfect fit. Perhaps there could be something else like every 5 units built a random t1/t2 goblin spawns at that city for free.
    *I still think races themselves should have a few of their own hero upgrades and 2/3 empire upgrades maybe even a spell or two*
    Yes that is the point which is in my opinion too effective against goblins I suppose we could give them access to another damage type but I dont like that really so the alternative is to make them a little better at doing things to these units if not limit them a bit. Maybe a touch attack that deteriorates machines or armored units is the best way to go about it

    in reply to: DRACONIAN Balance Discussion #114743

    jakjak
    Member

    I think apprentices with fire bomb that have draconian ancestry and school of enchantmet are overpowered (inflict immolation being a good substitute) however the draconnian race itself I dont think needs cuts except for in the way that draconian ancestry applies to heros I am ok with it as a higher buff than gaurdian flame because of the forge priest being better overall. game wide damage immunity in my opinion needs to be reworked
    So 1-Everyone just about agrees that draconian ancestry needs a little rebalancing it needs to be a static buff and perhaps not apply to spells
    2- Draconian flamers are quite good but they are easy to kill and provide hard counters for a few different annoying tactics and units such as trebuchets which I think improves over all game balance I would think that other races should have more stuff rather than weaken flame bomb if something needs to happen here id just take away some hp or perhaps lower damage slightly

    in reply to: DRACONIAN Balance Discussion #114493

    jakjak
    Member

    I like flamers just fine they were about when trebuchets stopped being everywhere and they are squishy though stunning and draconian ancestry on fire bombs can be silly draconian ancestry is rediculously OP on heros for sure otherwise I think elders are ok in comparison to forge priests immolation for apprentices

    in reply to: HUMAN Balance Discussion #114486

    jakjak
    Member

    Humans are fine other than devout needing to be reworked but knights should get more on level up definitely armor piercing not polearm thats too good and black knights are a great counter to knights and I like it that way my favorite sugestion was the upgrade to charge or spirit breaking and maybe humans should get 5 gold along with 5 production I think 10 of either is too much I also like the elven 3 instead of 5 because it should be situational in my opinion more than a game changing boost I for 1 would play humans alot if they had an extra 10 production

    in reply to: ORC Balance Discussion #114484

    jakjak
    Member

    I like orcs healing 6 after each battle won and I think 10% is a good number for the shock trooper black knights priests both in terms of damage mechanics and for things like entangle it could be buffed in a plethora of ways on lower level troops berzerk is a little too effective against orcs I think that switching the extra resistance on greatswords vs shock troopers would help remedy the extremism of the berzerk blow and elemental damage would still do plenty

    in reply to: GOBLIN Balance Discussion #114472

    jakjak
    Member

    I think most low tier goblins should get ressurgence as a level up cause they carry on like rabbits I like your idea with the 10% physical weakness instead of hp drop off still goblin swarm darters can be nice and beetles are quite nice and weakening touch does make up for some of their weaknesses but I still think noxious vulnerability should work on blight immune units as well or add to the untouchables that each hit just automatically lowers it by 2% cus blight doctors get picked off early and once those are gone its just clean up for blight immune units

    in reply to: Project Empire Happiness #114468

    jakjak
    Member

    Again I completely agree I need a very clear and concise write up on how happiness works because often I hit a research # and the next turn lose 20 without losing any battles or hurrying productions or gaining more disliked terrain than liked and then the turn after it goes further down so since I dont fully understand it I cant give you great feedback

    in reply to: Evolve #114465

    jakjak
    Member

    I completely agree with you here any unit you spend that much time evolving should get a bonus even in my opinion the t-4 units though that should be much smaller however I dont think its a good idea to give extra ranged damage to elders or flamers I think it may start a riot lol

Viewing 30 posts - 1 through 30 (of 280 total)