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King`s Bounty: Warriors of the North Next game in the award-winning King’s Bounty series |
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#1
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Okay, haven't got them yet, but they sound ridiculously overpowered. Phantom is a very powerful spell, and a 20%-60% phantom ability on a unit would be useful even if it had only one charge... repeatability, interaction with paladins and independence of the size of the rune mages stack make it silly. For now, one can abstain from using them, I suppose, but hopefully they will be fixed (and balanced) soon.
@BB Shockwave: I'll probably be ninja'd, but anyway: I read that their abilities use up the unit runes on activation (3 different abilities for attack, defense and luck runes), and are more powerful if you have unused talent runes (same as with rune mages in AP). |
#2
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I don't think the change from ability cooldowns to Rune limitations was well thought out. And switching from giving you a random enemy to phantoming one of your own units seems pretty powerful. You can be guarunteeded of liking one of your units, where what unit you'd get from the enemy was much less likely to be optimal.
Hopefully they do something to balance the unit, as it does seem exceptionally OP, even if you don't actively exploit it. |
#3
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They should fix Royal Griffons too, a phantom stack of Royal Griffons should not be able to leave behind persistent stack of Celestial Guards, the Guards should share their hosts phantom turn timer and expire at the same time.
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#4
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Yeah it's pretty silly, their dmg from destruction is insane aswell. Arlania seems pretty boring becouse of how powerfull combo you can pull of in here.
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#5
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After you get Rune Mage and Royal Griffin.
This game quite become "Clone war"! Royal G give 1 phantom Rune Mage can give 2. (maybe more as stated above) Soothsayer can make 1 more from enemy. This is just too much! If you play mage, get some from Summon spell. Well it's just too much ! |
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