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-   -   Rune Mages: So ridiculous... (http://forum.fulqrumpublishing.com/showthread.php?t=35524)

Dragnipurake 10-31-2012 05:08 PM

Quote:

Originally Posted by camelotcrusade (Post 475630)
It sounds like this should be added to the bug thread if we want an official response. Everyone seens to agree the 20 initiative needs another look. Is there any consensus on how we'd like to decry the phantom ability?

Is this right? Preview:

Rune Mage is too fast and phantom ability too strong: The rune mage has 20 initiative which may have been left over from testing. What is the intended value? Also its phantom ability is the same strength regardless of the number of units. Should this be a scaling value?

Phantom should only be cast-able on a troop of X Leadership and below, where X scales with the number of Rune Mages in the stack.

sethmage 11-01-2012 04:04 PM

Man I love reading this board; some tricks players invent are just priceless.
I remember reading some article about the game developers who were amazed that the players invented ways of playing their game, that developers themselves didn’t know it was possible, maybe it’s the case here.

@ Zechnophobe, keep these tricks coming can’t wait to go home and try it now. lol

namad 11-01-2012 11:33 PM

I reckon the devs just aren't aware players would ever think to split troops, because for any unit besides a rune mage its basically pointless to waste your leadership on smaller stacks of units when you could have bigger stacks? so in their testing they never caught the rune mage problem whereby 1rune mage is as powerful as 30?


ya know what would be nice besides adding a leadership cap? if it were possible for the abilities to have BOTH CHARGES AND RELOAD, so you could phantom every 2turns if and only if you still have charges leftover or something? (basically just whenever 1phantom fades is when you can do a new one, but only so long as you keep the charges flowin? that'd prolly be still quite powerful yet balanced somwhat)

Zechnophobe 11-02-2012 12:00 AM

A single turn delay on the phantom would prevent the first turn phantom spam nicely.

You'd also need to make it so that the runic word ability can't give THEM luck runes. Since they can generate infinite runes this way, which is not a good idea.

Fatt_Shade 11-02-2012 12:27 AM

Why is it that again only 1 unit in game gain benefit from unused runes hero or unit no matter) = rune mages.
I didnt check, but do undead units get runes attack/defense/luck in hero army ? If yes, how do they benefit from them. Simple bonus to att/def/crit% or do they gain charges to sills like rune mage (necro for plague, archers for poison arrow . . . )?

Razorflame 11-02-2012 12:39 AM

amazing how OP the rune mage is xD

can rape whole armies alone :D

never gonna use them


just a side note
does the beam attack also work on bosses?

Dragnipurake 11-02-2012 12:46 AM

Quote:

Originally Posted by namad
I reckon the devs just aren't aware players would ever think to split troops, because for any unit besides a rune mage its basically pointless to waste your leadership on smaller stacks of units when you could have bigger stacks? so in their testing they never caught the rune mage problem whereby 1rune mage is as powerful as 30?

I used to split stacks of Inquisitors as well to take advantage of Holy Rage in order to spam Dragon abilities early on for AP. I also split Beholders to get more enemy units stunned. I'm sure there are other instances where splitting is optimal (basically to take advantage of abilities that don't scale with leadership). For instance I'm considering splitting Warrior Maidens since their Call of Vahalla ability seems to scale a little too well (Unit-based rather than HP-based) when it comes to ressing Lvl 4 creatures.

camelotcrusade 11-02-2012 01:12 AM

Hmm. I didn't think phantoms had any abilities. So I'm not sure the paladin-rune mage trick would work since your first phantom wouldn't be able to do anything but move and attack. Has anybody actually pulled it off?

And speaking of ridiculous, how about a tricked-out ice ball (with max creator, max level and good intellect). Roll (or teleport) it in the middle of the enemies and they obsess over it while barely hurting it. Add max level avenging angel for extra lols.

tiberiu 11-02-2012 06:08 AM

Quote:

Originally Posted by sethmage (Post 476171)
Man I love reading this board; some tricks players invent are just priceless.

Players can't "invent" anything in a game. They can only discover, at best, very subtle possibilities that the games already offers.
For comparison, electricity wasn't invented, it was discovered.

dictionary.reference.com/browse/invent - to originate or create as a product of one's own ingenuity

rekiem 11-02-2012 09:54 AM

So I finally got to the part with rune mages, but mine have only 2 intiative, not 20, and my game is not modded...

EDIT: Not complaining, everything else is still working pretty much like described here, just the initiative that is different, and I found it odd.


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