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Do you like a "Mage Strength" concept?
Yes 50%  50%  [ 17 ]
No 50%  50%  [ 17 ]
Total votes : 34
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PostPosted: Sat Nov 05, 2011 04:49 
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Joined: Sat Nov 20, 2010 12:02
Posts: 72
MrsS wrote:
If flameburst and other black op's are so powerfully, why not increase the costs of those. Especially when you look at flameburst it is a very cheap spell and at right time it does alot of damage to kindgom. Have a good look at cost of power farsight compare to flameburst. Really if a player wants to be a mager, they you should pay the price to cast these spells.


Increasing the cost on FB is exactly what I was going to suggest and It's simple.

With regards to everything else. At first I was sort of against an overhaul due to concerns of balancing. This mana burn concept is very restrictive to magers ; so really it is a nerf to the maging system. As long as there is a way to offset this nerf and everything is balanced out, then I am all for the idea, as I see much potential. It adds more complications, challenges, and choices of being a mage.

I do not like the idea of giving free spells away though. Dust is there for a reason and if Power FS and lesser FS are freely available then that takes away from KD's that would like to conceal them selves. Make people use dust regardless- it's what towers are for.

The reason I like some of Quaffle's/Strikers ideas here is they bring depth to the game. I will say "wow" to the amount of effort and thought that obviously went into this.

Fergy's additional idea would be a double whammy to the maging system. I think it would be too much to add a "mana burn" as well as a spell accuracy decrease to a system that already requires dust and mage power. That's four layers of obstacles that a mage has to get through and we haven't even gotten to spires yet, which is a whole other issue LOL.

So like I said, I would be supportive of something like this if we could add something to counter the nerf to the maging system. I really like Quatro's idea for a silence spell too, although it is another challenge that a mage would have to face.

Perhaps the introduction of a "spirit" stat to the ruler, which would give a slight boost to the mage power and mana burn by some amount as determined by the amount of points applied. The bonus could be effected the same way, as current requiring the Ruler to be at home (or if he is away at the targets location). This would help those that choose to be magers have less restrictions and perhaps help deal in some way with KD's that late in the round feel like converting to a realm support role. This way, as the ruler grows they have more predefined roles and add their points as they go and cannot suddenly switch when they recognize that they are not as in good position rank wise (I am only talking a slight boost as determined by the amount of spirit points applied and not enough to completely alter the way the game is currently played) Perhaps they could add a bit of spire reflection too (a small amount).

So as to not derail this topic, I will post more on Ruler Stat ideas in the Suggestions forum and then post a link here.


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PostPosted: Sat Nov 05, 2011 07:45 
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Joined: Wed Apr 13, 2005 21:25
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Cor-EL wrote:
Fergy's additional idea would be a double whammy to the maging system. I think it would be too much to add a "mana burn" as well as a spell accuracy decrease to a system that already requires dust and mage power. That's four layers of obstacles that a mage has to get through and we haven't even gotten to spires yet, which is a whole other issue LOL.

It is an alternative idea, not additional. I prefer soft caps over hard caps. This is a soft cap which allows you to cast as many spells as you want... but with decreasing success rates.


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PostPosted: Sat Nov 05, 2011 10:16 
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Ahh gotcha Fergy. I misunderstood. Thanks for clarifying.

I really like some of the ideas here, in particular the added spells and ops. The part that I'm struggling with is the limiting caps imposed on to mages though a governing system when mages are already limited by dust supply. So regardless, the mana Strength hard cap version or the Mana Burn soft version, I just don't see the point of a 2nd supply restriction, at least right now. The only spell that I can think of that this would be effective for is Flame Burst. I'm guessing this whole concept was probably brought about because of the ability of mages to spam FBs.

I am totally supportive if either of these concepts (mana burn or mana strength) were applied to to the FB spell only. Again, I just can't think of a reason to have this ellaborate 2nd system when you already have towers, decay, and corruption that regulate dust supply. It's just my opinion and if either of these systems do get implemented, I'll be ok with it and adapt.

On that note however, I understand that some would say that magers will just run 20-30% towers and have an endless supply. Instead of imposing restrictions on to mages, I think what is needed is some sort of defensive counter, such as Spy Op: "Sabotage Towers" and also, change "Poison" and have it effect decay.

I am however in full support of all those new spells, as they would bring much more tactics to the game. Also, I do like the mage death idea too.


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PostPosted: Tue Nov 08, 2011 02:35 
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Joined: Tue Feb 05, 2008 11:35
Posts: 335
the Striker wrote:
I just feel like putting HC on the mage strength table would be very limiting


see! - putting stuff on the mage strength table is limiting - the creator says so

i dont want limits - i want variables
i want less people doing the same shit - and more people doing different shit

less limits more crazy

chaos rules :mrgreen:

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PostPosted: Tue Nov 08, 2011 02:55 
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zxektok wrote:

i dont want limits - i want variables
i want less people doing the same shit - and more people doing different shit

less limits more crazy

chaos rules :mrgreen:


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PostPosted: Tue Nov 08, 2011 03:00 
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Joined: Sat Mar 06, 2010 11:40
Posts: 413
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zxektok wrote:
the Striker wrote:
I just feel like putting HC on the mage strength table would be very limiting


see! - putting stuff on the mage strength table is limiting - the creator says so

i dont want limits - i want variables
i want less people doing the same shit - and more people doing different shit

less limits more crazy

chaos rules :mrgreen:


I like your thinking brah!

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PostPosted: Thu Dec 15, 2011 10:50 
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Joined: Sat May 23, 2009 07:45
Posts: 44
In regards to black ops against other kingdoms-

Could we change the cost of spells to reflect the targets land size instead of casters land size???
Since most black ops come from smaller land size kingdoms, this will increase cost to caster & lower the amount of attacks.

Add a percentage modifier so that the greater the difference between land sizes, the greater the chance that it fails or reflects back upon caster??
More land means more magic dust needed to effect larger land sizes...

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