Unread postby Panda Tar » 28 Aug 2006, 01:35
Rune magic sounds more like magic used over objects to me. An effect using the power of the stone to improve anything beyond normal for a period of time. Something related to forging work. Not really magic of sparkling lights droping over anything.
It can also be applied to seals: "seal of fire", a rune which can seal fiery effects over an allied troop making it heal wounds when being hit by fire attacks or else. Effect would look like some small scriptures on stones surrounding the target as long as it is active, as if they are rules, written on stone and wood by the dwarves for war.
Some of the stronger effects could depend on other kind of resources, or maybe differ from elements depending on each resource you'll use: like relate fire to crystal or water to gem.
About the units...hum, I read nothing really trustful. Chimeras...? Amongst all creatures they could have chosen, chimera is something which are not meant to be there. So, I just don't believe that list is really anything to care about. There must be something really reasonable and better developed at all. That, we'll see sooner or later anyway.
My thoughts are on bug fixing and better descriptions, key functions. For instance, no splitting army key on the screen was an annoiance until finding SHIFT funcion. Or finding out what is the ability of your Town. Sometimes it gives you extra unit per week, or gold, or stats...but you really don't know what it is. There's a small list on celestial heavens, but not every one wants to enter the site or copy everything to know which city has which ability. It could be added a small glyp on the corner with a hint on a click (your town provides you 6 more titans per week).
Another thing that happens is: when you destroy enemy catapult and he/she destroyed your gate, they flee! They throw (everytime it happened to me, it was against inferno troops) their cerberus on the 'moat', damaging it, then they fled, even when it is possible to enter the gate, even when they are stronger and my only range attack is from my hero.
And now that it is 3D and there's this large creature, sounds less odd when you can't target a creature with a ranged attack which is behing a Colossi, for instance. You can shoot anywhere you want, that's not really realistic, neither helps on strategy tips. That could be fixed too - not that I see anyone caring about it. But I feel really annoyed when I place a large creature in front of those darn shooters or mages and they can still explode everything back there as if there was nothing blocking their path. If it is "Fist of Heavens" which comes from the sky, ok, I support. But they throw Fireball, then it must travel there. There's no logic for it to trespass pixels.
Theres another thing: how is hero damage computed? It seems it does really less damage against low level units than it does on high (like 50 on low level killing 5 or 6, and 200 on high level, killing 1 or 2) which makes no sense, since they have less defense at all. Could anyone, if possible, explain why it is that way? If it fear to unbalance to stop heroes from being really auto-suficient killers, so just drop that feature.
And if someone agrees: just vanish with Wasp Swarm spell. Never seen/heard of such useless stuff. There's a whole hero to make it fair better, but it won't effect undead or machines...
"There’s nothing to fear but fear itself and maybe some mild to moderate jellification of bones." Cave Johnson, Portal 2.