fruithead
01-29-2009, 02:49 AM
elsewhere i posted the following:
i am a little confused. this is my first playthru, so i decided, what does a mage do? go for high intellect, that's what! difficult parts of the game, i don't mind. i loved the beginning, which was indeed challenging. but i am bothered by the possibility that demonis will be impossible. hard i'm cool with, even really hard, but i sure hope it won't be impossible, especially since it would annoy me if i couldn't play the game purely as the character i wanted, e.g.; if i played warrior, i would be investing very very little into magic skills and such, as those would be "helpful", but the thrust of my game would be based around my army. so too, as a mage, i would want the main part of my game to follow the path of magic, where my army is either augmented by magic, or takes a backseat to it.
sadly, going through my spellbook has made me realize that many of the games spells do not reflect higher effectiveness for the mage, despite his elite magical skills. for instance, although the game says that every 15 points of int grants an extra turn of spell effect, spells like sheep, target, doom, pygmy, hypnotize, etc, have a set amount of time they affect enemies for, and are not granted any particular bonuses for high int. is this an oversight? does this mean that i will simply not be able to compete when pure damage is no longer as relevant as it is now?
i am not sure if this was an oversight by the game designers or not, but i think that many spells should have an increased duration for the mage, especially if you have chosen to give up on having high attack/defense stats in favor of int. perhaps in addition spells should have other effects as well as their regular ones that are only triggered by high int, for instance, sheep could lower HP of units if your int is high enuff, or doom would start working even for special abilities attacks. also, i think it would be nice to have spells that allow the mage to augment the power of the army, thus allowing for "mage tactics" which would compensate for lower leadership (not by creating more units, as phantom does) or lower attack/defense values e.g.; some kind of spell that grants a unit +1 att for every 2 points of int a mage has, or just imagine your own.
i know that in this addon players will play as the princess, however i am assuming they will still have the option of warrior princess, mage princess, etc. if i am wrong, please simply apply all my comments to the eventual kings bounty: the legend sequel.
thank you!
i am a little confused. this is my first playthru, so i decided, what does a mage do? go for high intellect, that's what! difficult parts of the game, i don't mind. i loved the beginning, which was indeed challenging. but i am bothered by the possibility that demonis will be impossible. hard i'm cool with, even really hard, but i sure hope it won't be impossible, especially since it would annoy me if i couldn't play the game purely as the character i wanted, e.g.; if i played warrior, i would be investing very very little into magic skills and such, as those would be "helpful", but the thrust of my game would be based around my army. so too, as a mage, i would want the main part of my game to follow the path of magic, where my army is either augmented by magic, or takes a backseat to it.
sadly, going through my spellbook has made me realize that many of the games spells do not reflect higher effectiveness for the mage, despite his elite magical skills. for instance, although the game says that every 15 points of int grants an extra turn of spell effect, spells like sheep, target, doom, pygmy, hypnotize, etc, have a set amount of time they affect enemies for, and are not granted any particular bonuses for high int. is this an oversight? does this mean that i will simply not be able to compete when pure damage is no longer as relevant as it is now?
i am not sure if this was an oversight by the game designers or not, but i think that many spells should have an increased duration for the mage, especially if you have chosen to give up on having high attack/defense stats in favor of int. perhaps in addition spells should have other effects as well as their regular ones that are only triggered by high int, for instance, sheep could lower HP of units if your int is high enuff, or doom would start working even for special abilities attacks. also, i think it would be nice to have spells that allow the mage to augment the power of the army, thus allowing for "mage tactics" which would compensate for lower leadership (not by creating more units, as phantom does) or lower attack/defense values e.g.; some kind of spell that grants a unit +1 att for every 2 points of int a mage has, or just imagine your own.
i know that in this addon players will play as the princess, however i am assuming they will still have the option of warrior princess, mage princess, etc. if i am wrong, please simply apply all my comments to the eventual kings bounty: the legend sequel.
thank you!