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AuthorDE's luck-talent
I did count some simple things, and understood that it's impossible to use DE's ''socrerer's luck''-talent. That would be a nice unique talent. It would give DE a better chance to play by casting spells in later lvls, so there would be other spell-based ways than just wizard. Also there would be more use to DE's racial ability.
If we look at talent-requirements now, we see that you need 6 Talent points too much from lv14-limit. So even if lv15 would come, that talent couldnt be used.
But just a little change would make it possible to use. If resistance or soldier's luck would be taken from those requirements, or if DE's luck-talents would take just 8 Talent points/talent, or if empowered spells-talent wouldnt be needed....
Or should be just wait lv16 :D?
+1

The update didn't make DEs more balanced to other factions it made it weaker than every faction!
The update didn't make DEs more balanced to other factions it made it weaker than every faction!

Well, Knight is the real victim. They got weakened so much, while they didn't excel in any form of combat before the update.
Reply to Pang :
As you see, i meant that DE's would be able to get it in lvl14.
And i dont know much about that concentration, but i can imagine defending griffins those would make 2 hits to enemy (through no retaliation), 1st even before enemy has attacked. And of course unlimitedly ;D
Socrerer's luck would give much damage to spells, but after all its triggering. With that talent you wouldn't even be able to use fireball/ice ring...
Whoops, didnt mean to write from my other acc xP
+1 very good idea

I would reduce luck talent costs to 8 then u need 55 talent points for soecerers luck.

for Pang:
This wouldn't overpower DE because you are not able learn chaos magic talents and you have only 30% chance for it.
This wouldn't overpower DE because you are not able learn chaos magic talents and you have only 30% chance for it.

might DE's could then take luck into combat without losing out on too much firepower, making them significantly stronger
-1

DEs were over-powered in many situations before the updates. Balancing meant that some factions were improved and others were weakened.

No need to make them stronger again.
8>

Remember that spells always need spellpower, which makes your troops weaker.
DEs were over-powered in many situations before the updates. Balancing meant that some factions were improved and others were weakened.

No need to make them stronger again.


This would only open a path for max level players to choose magic instead of might if they don't want to play always as wizard (Over 90% are might players).

It would definitely not make DE stronger. For example a DE with huge 20 spell power would deal 231 damage with a lightning. With sorcerer's luck he has a 30% chance to deal 462 damage - much less than the thousends of damage from a wizard.
And remember that you are not able to get sorcery talent.
8>

Remember that spells always need spellpower, which makes your troops weaker.


I was talking about might DEs, talents wouldn't be 10 points if you're a might DE and 8 if you're magic, so it'd increase the strength of might DEs even if the amendment was aimed towards making magic DEs stronger, and they're already strong enough
11>

wiz never deal more than 'k' dmg in pvp. those 'k' dmg only apply in non-pvp fight. 'k' dmg in pvp means it will almost instant kill most of your stacks in 1 cast.

remember, this is LWM; not HoMM (c). we dont have countless troops recruitment, spells with 'k' dmg will totally devastate those might factions. so, what we got? at the end, everyone go to magic faction and whoever get the 1st move in fight will win?

for the same reason, getting sorceress luck too early might pawn all other might factions too. perhaps it will be better later once all factions get more meat for caster to zap.

yet, unlike physical dmg, spell dmg is harder to be resisted. hence, spell DE do have alot advantage. further more, you still have magic pierce which make your spells even better than wiz in pvp fight.
+1

I don't care if you think it will make DEs unbalanced:)
-1

I care a lot if you think it will make DEs unbalanced:)

Also agree with the previous posts about magic DE getting too strong.
+1 for making magic DE more attractive

-2 for making DE to strong (its already are very strong faction)


If they should get it they should be weakened elsewhere.
Also agree with the previous posts about magic DE getting too strong.

Yeah you think getting a 30% chance to deal 200% more damage when getting lucky casting a spell at only level 14 will make DE stronger and unbalanced??

Think again... DE is already very weak faction:)
its already are very strong faction)
for the same reason, getting sorceress luck too early might pawn all other might factions too. perhaps it will be better later once all factions get more meat for caster to zap.

You're right but is level 14 still too early?
Isnt the max. lv15 in .ru servers? How long would it last until this server can get lv16 players >.<?
And as u see that skill would just make a different way of using magic. It would be based to chance (it can be counted here : http://eng.witchhammer.ru/viewpage.php?page_id=37)
So overall its like 30% more damage to spells over all + a bit more damage to troops. Resistance isnt so useful in late lvls, cuz mostly WIZARDS use the attacking magic. And soldier's luck is useless to DE's until we get upgraded witch :S
Yeah you think getting a 30% chance to deal 200% more damage when getting lucky casting a spell at only level 14 will make DE stronger and unbalanced??so empowered fireball deals about 400 damage, doubled with lucj is 800 damage, plus reduced armour from domination of fire, makes the game so balanced
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