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   Forums-->Ideas and suggestions-->

Authormake talent wheels same cost for every faction
As a level 13 wiz, I have a disadvantage here. What costs me 10 points on the talent wheel, costs a knight only 7 points. This means they can have the same setup as I have, plus another two talents extra.

Also, I get an extra 5 points when I reach level 14. This allows me to add another....zero talents to my selection. Yay.

Please even this out.
there are many reasons for this knights don't have as powerful magic as wiz so there's that. knights are a defensive army so they will put points into that section of talents
-1


what about the balance between factions, the way they are played on actual battlefield;)
Will destroy the balance. Not a good idea...
it just like why necro doesn't have luck talent section

-1
-1, as it will destroy the balance between factions.

they have different costs bercause certain factions do certain things better and other things badly or not at all.
Think outside the square, young magician! You may need to accept the status quo, for I'm sure the changes you ask for shan't be granted.
Which balance between factions. ???

The very facts that:
-most of the events are unsuited for mage wizards,
-almost everyone higher level must change to might to be even remotely competitive in PvP,
-almost none high level plays as mage wizard in any inter-factions competition,
-more and more artifacts with magic resistance appear,
-higher level factions are able to choose more magic resistance talents, while the impact on mage wizards of new talents is insignificant (if any!),
-every new (grand) update shrinks more and more from wizard's mage abilities
-(probably more, but don't care to think of)
I think it proves well enough there is no such thing as balance between factions., at least at higher levels.

Every other race's faction level gives an advantage in the PvP arena. Except for wizards! I somehow wonder why the wizard race was even introduce, since their magic abilities are clearly inferior to dark elves! Only advantage over dark elves is that wizards have a flying bee, totally useless overall, but immune to must kind of magic. Is that something defining a wizard, and not the magic abilities???
#8 I can write 2000 rows of complaining about how the necro faction is the worst faction. I bet anyone can do the same thing with his own faction.
I think it proves well enough there is no such thing as balance between factions., at least at higher levels.


do you really think , the above suggestion will help improve balances in the things mentioned above or generally?(though I do not agree with all of them,"as is"). Or will it deteriorate further?

Think about it:)

Every other race's faction level gives an advantage in the PvP arena. Except for wizards! I somehow wonder why the wizard race was even introduce, since their magic abilities are clearly inferior to dark elves! Only advantage over dark elves is that wizards have a flying bee, totally useless overall, but immune to must kind of magic. Is that something defining a wizard, and not the magic abilities???

"This ability allows Wizards to forge special equipment for their creatures. Mini-artifacts may only be equipped on troops and cannot be transferred or traded to another lord. There are certain peculiarities about mini-artifact creation and usage:
# Any wizard stack can be equipped with mini-artifacts;
# Mini-artifacts for different stacks should differ;
# Mini-artifacts are created free of charge in the Artifact Foundry;
# New artifact part types ande their effect depend on the wizard faction skill level of the character;
# Maximal count of parts in one mini-artifact depends on character combat level;
# Mini-artifacts have infinite durability.

Mini-artifact effects are hidden from other players and are only revealed in combat."


C'mon, now can you please tell me which other faction is able to boost their troop with an additional 5-6+ more attk/def, 3-4+ HP,initiative etc etc...?

Well i must admit here, that they 're nerfed with all these recent updates here, but this feature of wizard still gives a good punch to opponents in pvp(might or magic).
-1

I'm wizard and would love to have lower talent costs for holy magic. ;)

Still I think they are acceptable as they are.
-1

Will destroy the balance. Not a good idea...
-1
-1

definitely.....its very immature suggestion.......
for #8

Since magic wizard can't suit the event like undead event..why don't just turn to other build?

for example you could use might build to kill undead ambush..and play holy support build if you want to destroy the crypt

hey this game isn't so simple..you could change many thing! the gaming method are fixed(dead)..but your brain is alive!

think lively..and don't whine
the first thing after unbalancing the game with that would be to make all factions able to pick all talents. and spells. sounds fair?
for Emrio:
Mini-artifact effects

You are right about the mini-arts; I forgot about it.

I'm pissed 'cuz if I somehow more or less managed to get along with the undead event as a holy support mage in a team effort, with this nightmare thingy I've got totally left out... I have 13 spell point "wasted" in mage purpose, which counted for nothing since the spell power was considered 1 anyways :P

Of course I could have spent 2500*2 for two potions of oblivion to change my skills back and forth, plus procure might arts... all this for a 1-day event

I see no reason why the magic couldn't have worked in the nightmarish event. It just doesn't compute to me, and it seems more like another intentional(???) snub...
What I believe StorminMerlin is trying to say is, why is it cheaper for Knights to buy Magic Talents than it is for Wizards?

After all, from the descriptions of the respective factions -

While possessing rather weak magic, knights rely upon their physical strength and tactical planning.

Their warriors are particularly strong in defense, and the magical spells of this faction
(Wizard) are nearly the strongest.

And while Knights, a mostly Might faction, have the capacity to choose Magic Talents, Wizards don't have the ability to choose any strictly Might Talents (Morale, Luck, Offense, Defense). Surely their Magic Talent options should be more affordable?

Magic Talent Costs -

Wizard - Chaos 10, Holy 10, Nature 8

Knight - Darkness 8, Holy 7
Necro - Darkness 7, Nature 8
Elf - Holy 7, Nature 9
Dark Elf - Chaos 9, Darkness 8
Demon - Chaos 10, Darkness 8
Barbarians - No Magic Talents to speak of.

So the Chaos Magic Talent costs are 9 (DE), 10 Demon and 10 Wizard.
The Darkness Magic Talent costs are 7 (Necro), 8 (DE) and 8 (Demon).
The Holy Magic Talent costs are 7 (Knight), 7 (Elf) and 10 (Wizard).
The Nature Magic Talent costs are 8 (Necro), 8 (Wizard) and 9 (Elf).


It seems a bit odd that such specialised magic-users aren;t as good at using some types of magic as some "weaker" spell-casters. Especially when you consider that you *need* to take these talents at a decent level (Advanced or Expert) to cast the higher level 4 and 5 spells.

Something interesting to note is that all the other Magic Talent Costs are within 1 point of each other. The only outlier to this tendency is the Wizards Holy Magic Talent cost of 10, 3 more than the other faction with this talent option. Surely to fit in with the tendencies of the rest of the Magic Talents, the Wizards Holy Magic Talent Wedge should have a cost more like 8 points, within 1 point of the other factions with this Magic Talent. Is it just me, or does this seem to be sensible?

It's not like StorminMerlin is suggesting that the Chaos Magic Talent should be reduced. If having a cheaper Holy Magic Talent is unbalancing, then surely Elves and Knights must be seriously unbalanced. After all Elf and Knight Holy Magic Talent costs are *very* cheap. Just something to think about.

Grunge
-1 to the idea, because it is the difference between races that makes the game interesting.

There will always be somebody complaining about game balance. I could make a big analyse of races here, but there's no point, because another complainers will come one way or another. I don't like when someone thinks about how to complain on the forum rather than trying to develop better battle strategies. They always exist. Use your creativity.
The current global balance includes talent wheels as they are now. Changing them would lead to necessity of changing many other things, which has no point at all.
Besides, different cost of same talent sectors adds to factions' uniqueness. Elves have Fortune sector for 7 talent points, and Knights have it at 7. On the contrary, defense and holy magic is easier for the latter to get. That fits the picture of Knights being a defensive faction appealing to Light, and elves being a "lucky" faction :)
closed by Arctic (2010-11-02 13:46:03)
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