TheUnknown wrote:
Divine intervention is a high end healing spell because it both heals all units in your army and even revives dead heroes. P.S. If you meant it like a spell for other factions like Nature then I am not sure about it maybe it should be given to creatures like the faerie dragon or the unicorn.
Mass Healing is like Mass bind wound. I was thinking more a level 4 mass heal spell that was more like the level 2 heal spell on all units. This is more a of "would like to see suggestion" rather than a balance one and stems from me playing the campaigns with mass healing not being good enough and Grandmaster Magic+divine intervention becoming hard to obtain. On that note I actually think regeneration should be a nature spell as in many fantasy type games regeneration is usually associated as a druid type spell and rarely as a cleric spell. Also if we gave a nature creature a heal spell I would suggest Water Elementals as that would much better flavor sense over your other suggestions; while also adding more strategic choice to the creature portal instead of just Mantises all of the time.
TheUnknown wrote:I think that the problem with magic resistance is that it works too well against factions like Chaos and Death while too little against Life and Nature (if this isn't the case in multiplayer I hope you guys will correct me). Because of this I agree with you on the part about hit points and other stats or even giving abilities rather than magic resistance. Also by giving more magic resistance we make the ogre mage's spell resistance more and more useless (not that its super powerful but I'm just saying it will lose some of its value)
There are already many creatures in the game that have various magic resistance and ward abilities such as golems, dragons, titans, etc. however none of these creatures are might units. Considering that might is supposed to be the Anti-magic faction it would make more sense if some of their creatures had actual innate magic resistance. If giving all might creatures a small innate magic resistance is too much maybe just giving the bonus to Behemoths and Thunderbirds would work.
TheUnknown wrote:I just got an idea for Ogre ... how about we make him able to use every potion? It was already made so that he can cast the potion of resistance on other creatures so I suppose it can be made so that ogres can use other potions as well. Just remove the spells and give them all the potions ... (maybe not the fireball and mana ones
) If the resistance was not from a potion but from an ability then maybe the ogre can have more abilities as spells that can be given to creatures in battle ... What do you guys think?
Unless they can fix the AI so that it can actually use potions any suggestions involving creatures using potions will only really be relevant in multiplayer games. Also by having able to use any potion you end up with flavor issues; if an ogre can use a potion why can't such and such a creature?
Overall I actually like the spell list they gave ogres. The spells they have are very might centric and don't ruin the flavor of them. Possible ways to improve them might be by doubling or ever tripling their spell points to 10-15 total so they don't become virtually worthless vs imps, etc. Also if you do increase their spell points maybe you could also add mass snake strike their spell books for large stacks like Bloodfrenzy.
TheUnknown wrote:I do love and respect the flavor of the game and some of the changes do look "dramatic" I admit
In any case thanks for the reply.
Less dramatic changes will also be easier to implement. Dalai and friends have very limited resources for this project so the easier something is to do the more likely it is to be implemented.
Anyway Thanks for your reply.
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