Post by question on Jan 14, 2018 4:12:47 GMT -6
-The game is extremely slow...it takes far too long for the game to process turns and animations. I have to run the game with a speedhack at 4x speed otherwise it is just too slow.
-It takes far too long to explore the map. There is a huge limit on MP, even with the overland spell buffs. Ive also seen a strange bug in which some water heavy cavalry would mysteriously not get affected by any MP buffs and they were slowing my stacks down.
-The whole process of spending several turns marching to a dungeon, fighting, then spending several turns healing up again, takes forever, even with the healing rate buffs.
-Water combat seems pretty much non-existent. Oh sure, using 3x ships to move your army around by sea is fast, but theres basically no reason to use serpents/krakens or any other water creatures because the AI never uses anything more than 1x ship.
-Normal units seem way stronger than summoned creatures. Even level 3 heavy cavalry is much better and cheaper than spiders, let alone level 5 cavalry. The legendary creatures simply are not powerful enough...not only are most of them once per game, but they are easily killed by low level unit spam. I threw a few stacks of low level elven archers at an AI's main stack which had a phoenix, hydra and other legendary creatures...they all quickly got stun locked and killed before they could enter melee range. I wasn't even using magic.
I have managed to easily kill dragons with low level magic bolt spam, using the first attack spell available. On the flip side, magic bolts do nothing even against low level normal units as they only affect one figure.
-Same goes for champions, most of them seem very weak. Thieves seem like a waste of time...why bother trying to spy on an enemy stack when you can steam roll it easily? Resources arent exactly in short supply either once you clear the area around your capital. Warriors, even ones buffed and with artifacts, are so weak that a single calvary unit is usaully enough to kill them. High level warriors die like flies to low level archers, let alone mages/thieves.
-Inventory micro management is a huge PITA, when you can only view 3 items in a champion's inventory at once.
-There really needs to be a limit on how many mercenaries you can recruit per turn. Once an AI takes more than one capital, they can spam 6+ stacks of mercenary units at you when you get near one of their capitals. Per turn. Never, ever, ending. You can win all of them with minimal damage, take tons of their fame/gold/etc, but next turn they produce more resources, and keep spamming mercenaries at you. Similarly, you can spam tons of mercenaries at an incoming enemy stack and wittle it down since resources are plentiful in the late game.
-The diplomacy makes no sense. I was kinship with Life, then all of a sudden it dropped to loathing even though I was fighting Earth/Death and left Life alone.
-It is way too hard to find a lord.
-Many spells seem quite lackluster. Water gets a attack speed buff...but it only affects one figure. All their buffs have the same problem. When their strongest unit is heavy cavalry spam, this makes no sense. They have an attack spell that actually buffs an enemy unit...which is not what you would want obviously.
-Spells that target capitals seem to do absolutely nothing...i tried using a scroll of invoke, and my mage's mana never dropped at all even though i was trying to cast it on my capital. I tried casting fog on an enemy party and had the same problem...no mana was deducted and the enemy party didnt seem to get affected at all.
-All the low armor faiths seem really really underpowered. They get slaughtered by low level archer spam.
-More thought should have been put into artifact placement for dungeons. Clearing dungeons around the water capital should not give you artifacts only useful for fire champions...
-Recasting overland buffs every single turn gets old very very quickly.
-It takes far too long to explore the map. There is a huge limit on MP, even with the overland spell buffs. Ive also seen a strange bug in which some water heavy cavalry would mysteriously not get affected by any MP buffs and they were slowing my stacks down.
-The whole process of spending several turns marching to a dungeon, fighting, then spending several turns healing up again, takes forever, even with the healing rate buffs.
-Water combat seems pretty much non-existent. Oh sure, using 3x ships to move your army around by sea is fast, but theres basically no reason to use serpents/krakens or any other water creatures because the AI never uses anything more than 1x ship.
-Normal units seem way stronger than summoned creatures. Even level 3 heavy cavalry is much better and cheaper than spiders, let alone level 5 cavalry. The legendary creatures simply are not powerful enough...not only are most of them once per game, but they are easily killed by low level unit spam. I threw a few stacks of low level elven archers at an AI's main stack which had a phoenix, hydra and other legendary creatures...they all quickly got stun locked and killed before they could enter melee range. I wasn't even using magic.
I have managed to easily kill dragons with low level magic bolt spam, using the first attack spell available. On the flip side, magic bolts do nothing even against low level normal units as they only affect one figure.
-Same goes for champions, most of them seem very weak. Thieves seem like a waste of time...why bother trying to spy on an enemy stack when you can steam roll it easily? Resources arent exactly in short supply either once you clear the area around your capital. Warriors, even ones buffed and with artifacts, are so weak that a single calvary unit is usaully enough to kill them. High level warriors die like flies to low level archers, let alone mages/thieves.
-Inventory micro management is a huge PITA, when you can only view 3 items in a champion's inventory at once.
-There really needs to be a limit on how many mercenaries you can recruit per turn. Once an AI takes more than one capital, they can spam 6+ stacks of mercenary units at you when you get near one of their capitals. Per turn. Never, ever, ending. You can win all of them with minimal damage, take tons of their fame/gold/etc, but next turn they produce more resources, and keep spamming mercenaries at you. Similarly, you can spam tons of mercenaries at an incoming enemy stack and wittle it down since resources are plentiful in the late game.
-The diplomacy makes no sense. I was kinship with Life, then all of a sudden it dropped to loathing even though I was fighting Earth/Death and left Life alone.
-It is way too hard to find a lord.
-Many spells seem quite lackluster. Water gets a attack speed buff...but it only affects one figure. All their buffs have the same problem. When their strongest unit is heavy cavalry spam, this makes no sense. They have an attack spell that actually buffs an enemy unit...which is not what you would want obviously.
-Spells that target capitals seem to do absolutely nothing...i tried using a scroll of invoke, and my mage's mana never dropped at all even though i was trying to cast it on my capital. I tried casting fog on an enemy party and had the same problem...no mana was deducted and the enemy party didnt seem to get affected at all.
-All the low armor faiths seem really really underpowered. They get slaughtered by low level archer spam.
-More thought should have been put into artifact placement for dungeons. Clearing dungeons around the water capital should not give you artifacts only useful for fire champions...
-Recasting overland buffs every single turn gets old very very quickly.