kknd
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Posts: 6
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Post by kknd on Aug 1, 2013 18:28:11 GMT -6
First of all, this mod is great, giving the game a whole new makeover. I want to write some of my experiences in the game and to give general thoughts I had. Earth: - Earth warrior seem to be extremely powerful this version. I think its safe to say that defense is the most important stat in this game (magic resist coming 2nd), and he has plenty of it while he also has really high attack. I found it quite too easy to be honest, especially since with 2 basic artifacts you can beat almost if not all the dungeons in the game (need some magic resist for some). - earth mage was also quite fun, felt quite balanced to be honest in a lot of aspects. Fire: - Generally I liked the fact that you have something to aspire to (late game of fire is amazing, maybe strongest in game). but you have to work for it. seemed to me like it was nicely balanced between weak early to amazing late. - Warrior, mage and thief all have advantages and disadvantages, but I felt like fire mage was the best option, not only because the late game inferno and the nice damage at the start, but also because he has such a high attack value, that when he defend he is very durable. - I liked the changes in the artifacts, as the armor in the normal version was way too much powerful Water - The problem with water is that there is no need for boats in the normal map. The healing spells are nice at the start, and water warrior is stronger then you might've thought at the beginning, but there is a limit to how much healing you actually need, and you don't really get much with only a moderate start, which is understandable in a map with hardly any water. Air - mage and warriror are decent and fun to play, while their thief is even more fun when you are bored and want to troll some AI Chaos: - Warrior is decent and fun to play, Mage is nice because of the unique spells, and thief is nice and fun as well. Warrior can become too powerful though and like earth warrior with basic artifacts with defense destroy everything. Order: - moderate early, strong mid and late. There was one really big problem that I was wondering if I was the only one getting - the great temple had warrior spirit a few times,which make it almost impossible to be conquered at the start without cheats. Expected to be powerful when armor is the best stat. - Warrior go wild like earth and chaos. Life - I really liked the buff to the phoenix, overall changes felt nice and in place. Death - Other then balkoth, which is not only insanely strong (as he should be) but also so annoying (running away and healing...) everything seem to be ok. General: - lord warriors seem to get defense too easily, making them able to solo dungeons without army and it kinda feel like a whole aspect of the game is destroyed like that (warrior lord used as a tank is not really needed anymore). - The game felt like having 2 types of creatures, when the weak type is unable to do anything to the stronger one and just serve as meat shield. this makes a lot of units just lose their place in the game, and its kind of a shame in my opinion. - I would change some of the weaker spells to be easier to obtain, while the stronger more difficult, its kinda feel now like there is not much of a difference between them. - Great temple felt like too hard to get, because of the army inside - it is changed a lot, there is too much of a luck aspect in the game, which is kind of a shame. Overall as I said, thanks for this amazing version, hoping you will get more things out as you are doing great work so far
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Post by Boaster on Aug 1, 2013 21:30:13 GMT -6
While this is Lords of Magic, the Warriors are the masters of armed melee combat.
When you factor in artifacts, things change. Even the basic scalable ones.
The Earth Warrior is the all terrain vehicle and built like a tank with all the armory and ammunition of worthy caliber. He is the easiest Lord to play. There has to be one that's "easiest" just like somewhere out there in the world is the "worst" doctor. There just has to be one! He's slow. Don't face him alone.
The Chaos Warrior, while not nearly as sturdy as the Earth Warrior, has much the same to offer: a big axe and a lot of health. He recovers well on the move and has some natural elemental resistance, which makes up for his less than solid defenses. He's more of a threat than the dwarf lord if you use him properly, although early game he is more of a challenge to be.
Water depends greatly upon the map you play. If you play the official GS5 maps, then Water will have great travel in their own regions and across regions. Don't underestimate Water's reach in travel.
With warriors in general, usually the higher level wins. Higher level means more attack, armor, health, reflexes; if you rely purely on the numbers. If you micro manage well, you can make your Lord take on armies it would otherwise lose against.
Glad you're enjoying the mod!
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orzie
Official
Posts: 365
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Post by orzie on Aug 1, 2013 22:17:13 GMT -6
Ah, the new blood. So what difficulty did you choose? The easiness of playing as Earth, Order or Chaos Warrior even more is not so obvious on Hard.
Soloing high-level dungeons with Warrior Lord is barely possible on Hard. Too much missiles, critical hits et cetera can spoil all the fun. Mages and Thieves are more capable of doing that, frankly.
Speaking about weaker spells, the bolt spell (Flame Dart, Righteous Bolt, et cetera) is surprisingly one of the strongest when you are level 15. The radius grows with level, so this spell, being cheap in terms of mana, can create a holocaust in separately taken encounter. Curse is especially strong, because it has a radius of 5 when the Warlock, Lich, Dread Lich or Arch Demon is level 15.
A game of chance is really up when you are seeking for particular artifact. But that's life - some people find a $100 paper on a street, and some people lose it.
The only debatable improvement for me is the system of chargeable scrolls. But it is also possible to get used to it.
Well, good luck on the lands of Urak. The mod really gives a new breath into LOMSE, fixing bugs, improving multiplayer, implying underused features, so every LOMSE fan should at least try it.
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kknd
Member LVL 0
Posts: 6
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Post by kknd on Aug 1, 2013 22:42:44 GMT -6
While this is Lords of Magic, the Warriors are the masters of armed melee combat. When you factor in artifacts, things change. Even the basic scalable ones. The Earth Warrior is the all terrain vehicle and built like a tank with all the armory and ammunition of worthy caliber. He is the easiest Lord to play. There has to be one that's "easiest" just like somewhere out there in the world is the "worst" doctor. There just has to be one! He's slow. Don't face him alone. The Chaos Warrior, while not nearly as sturdy as the Earth Warrior, has much the same to offer: a big axe and a lot of health. He recovers well on the move and has some natural elemental resistance, which makes up for his less than solid defenses. He's more of a threat than the dwarf lord if you use him properly, although early game he is more of a challenge to be. Water depends greatly upon the map you play. If you play the official GS5 maps, then Water will have great travel in their own regions and across regions. Don't underestimate Water's reach in travel. With warriors in general, usually the higher level wins. Higher level means more attack, armor, health, reflexes; if you rely purely on the numbers. If you micro manage well, you can make your Lord take on armies it would otherwise lose against. Glad you're enjoying the mod! don't get me wrong, I think this mod is awesome the only thing was, that if you get lvl 15 warrior, give him some scalable items (giving him +10arm total), he is not getting hit at all from almost anything other then legendary creatures, and the only real threat is low mana cost spells, which I think makes it too easy
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Post by Boaster on Aug 1, 2013 22:49:55 GMT -6
+10 armor does well in combat, but not so well when a mage of considerable power opposes.
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kknd
Member LVL 0
Posts: 6
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Post by kknd on Aug 1, 2013 22:50:28 GMT -6
Ah, the new blood. So what difficulty did you choose? The easiness of playing as Earth, Order or Chaos Warrior even more is not so obvious on Hard. Soloing high-level dungeons with Warrior Lord is barely possible on Hard. Too much missiles, critical hits et cetera can spoil all the fun. Mages and Thieves are more capable of doing that, frankly. Speaking about weaker spells, the bolt spell (Flame Dart, Righteous Bolt, et cetera) is surprisingly one of the strongest when you are level 15. The radius grows with level, so this spell, being cheap in terms of mana, can create a holocaust in separately taken encounter. Curse is especially strong, because it has a radius of 5 when the Warlock, Lich, Dread Lich or Arch Demon is level 15. A game of chance is really up when you are seeking for particular artifact. But that's life - some people find a $100 paper on a street, and some people lose it. The only debatable improvement for me is the system of chargeable scrolls. But it is also possible to get used to it. Well, good luck on the lands of Urak. The mod really gives a new breath into LOMSE, fixing bugs, improving multiplayer, implying underused features, so every LOMSE fan should at least try it. everything is possible with good positioning and good thinking but the scaling items give too much defense to warriors if you ask me, but I guess thats my opinion (in the original stats it was impossible for that very reason) About chance, while element of chance is fun, I think that its quite harsh to give a faction a chance to face a creature they cannot handle at the start of the game. Great temple is not a choice for player, its a must, and while you can avoid specific dungeons, its just game destroying for someone who is unlucky there , [By the way] in all the competitive games today, they are removing the element of luck as much as possible in order to allow to test the skills of the players instead of luck. I am playing only hard, seems way too easy otherwise.
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kknd
Member LVL 0
Posts: 6
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Post by kknd on Aug 1, 2013 22:57:11 GMT -6
+10 armor does well in combat, but not so well when a mage of considerable power opposes. try on hard to get obsidian armor and protection ring at custom, you can even get lvl 3 with the points you have. enough MR in most cases and enough armor
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Post by Boaster on Aug 1, 2013 22:57:47 GMT -6
Finding a Spirit Warrior in a Level 10 Great Temple can be expected.
Level 10 Temples are a challenge to be overcome.
If you're Level 15 and using scalable artifacts, that's your prerogative. I'd much rather use an artifact that provides an array of useful stats and perhaps cast a useful spell.
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Post by Boaster on Aug 1, 2013 22:58:32 GMT -6
+10 armor does well in combat, but not so well when a mage of considerable power opposes. try on hard to get obsidian armor and protection ring at custom, you can even get lvl 3 with the points you have. enough MR in most cases and enough armor No wonder it's so easy for you to play. You're playing custom Lord. For the real challenge, start with the standard Hard Mode settings.
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kknd
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Posts: 6
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Post by kknd on Aug 1, 2013 23:09:40 GMT -6
try on hard to get obsidian armor and protection ring at custom, you can even get lvl 3 with the points you have. enough MR in most cases and enough armor No wonder it's so easy for you to play. You're playing custom Lord. For the real challenge, start with the standard Hard Mode settings. its not so hard even in custom, but I have been playing LOMSE at a few periods of my life, so I guess experience helps. [By the way], how does the strength work? Its the only explanation why some creatures seem to hurt me quite hard even though they got much less attack, unless its a bug ofc
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Post by Boaster on Aug 1, 2013 23:30:28 GMT -6
No wonder it's so easy for you to play. You're playing custom Lord. For the real challenge, start with the standard Hard Mode settings. its not so hard even in custom, but I have been playing LOMSE at a few periods of my life, so I guess experience helps. [By the way], how does the strength work? Its the only explanation why some creatures seem to hurt me quite hard even though they got much less attack, unless its a bug ofc Do you have your combat log enabled? Combat Log Enabled will generate text in a file in the LOMSE folder called "combat.log" and it records all combat actions that take place (attacker, defender, damage, type of damage) but not spell effects/damage. Some "Creatures" have what is called "Crushing Blow" which is a combat ability that adds damage to the attacker equal to 25% of the defenders current health (12.5% by ranged attacks). The "Creatures" that have this ability include Stone Giant, Cyclops, Rock Troll and Grendel. Also, most Cavalry and Infantry can do this. Rock Hurlers can do Crushing Blows. Units must do at least 1 damage to be able to do this. Thieves do Critical Strikes, which double their Attack or Ranged Attack for the attack made. An Assassin with 22 Ranged Attack performing a Critical Strike will effectively have 44 Ranged Attack. Most Warriors can perform Deadly Strikes, doubling the damage they dish out. Warriors must do at least 1 damage to be able to do this. The Life Warrior, Yeoman Lord and Cavalier Lord do Crushing Blow instead of Deadly Strike. Deadly Strikes effect magical combat damage (via sabre spells and the Fire Warriors innate partial melee fire damage), and will boost the amount of Life Steal. Strength will boost chances of performing Deadly Strikes and Crushing Blow attack at a rate of +1% per 10 Strength. Strength will boost the Attack of Champions. Non-Champions do not receive this benefit. The amount of bonus Attack from Strength is displayed below Strength in the smaller blue number.
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orzie
Official
Posts: 365
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Post by orzie on Aug 2, 2013 0:20:39 GMT -6
Strength also influence on the champion's chance to be Subdued by a Thief. The more the strength, the less the chance.
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kknd
Member LVL 0
Posts: 6
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Post by kknd on Aug 2, 2013 18:03:29 GMT -6
interesting, thanks
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