Feedback on the new game
Posted: Fri Dec 16, 2022 4:57 pm
Hey, long time MoM player. I got your version as soon as it came out. I've played a couple of games. A few notes.
#1 Great looking game.
#2 I like some of the minor tweaks you have made, such as toning down Crack's Call, which was totally necessary, though its still obnoxious. The problem with CC is that on higher difficulty levels the AI sends so many stacks at you, including endless Magic Spirits, and every time you have to engage you stand the chance of being CCed. So you have to make powerful units to defend against the waves of AI attacks, but eventually the AI can just wear any kind of army down with nothing but Magic Spirits and CC. Yes, now Life can Raise Dead against it, which is good, and Sorcery can still counter it, but for Chaos and Nature there is not much to do against it, other than re-load. Still, glad you at least toned it down some.
#3 For some reason the Ai is totally fixated on Dispelling unit enchantment, even more than in the original game. To an absurd degree. The AI will cast almost nothing except Disenchant, even when it makes no sense. Like I have a stack with nothing but Water Walking on them and the AI will endless try to Disenchant the Water Walking, even though that has zero bearing on the outcome of the fight. A) This disadvantages the AI because it wastes time casting useless spells. B) its very annoying and makes it so unit enchantments are almost worthless. C) Sometimes it seems like the Disenchanted remains in effect after the battle, but other times not.
#4 Counter Magic cast by Zaldron (or whatever his name is now) doesn't seem to work. When I've cast it, 100% of the time every spell is unaffected by it, after about 20 casts against it. It doesn't seem to be doing anything, even at full strength.
#5 Air Elementals seem way OP. I had two elite Stag Beetles killed by a single Air Elemental, even though the Stag Beetles both had Holy Weapon on them. They were barely able to damage it, and I definitely had Holy Weapon as I cast it during the battle. It doesn't seem like a single Air elemental should be able to take out two elite Stag Beetles with Holy Weapon. They certainly can't in vanilla MoM.
#5 I also like the way you toned down Pathfinding and Heroes. Heroes were way too powerful in regular MoM, so glad to see that you've toned them down a bit and I think it seems like the right level so far.
#6 Still not sure about Alchemy going to 2 picks. It makes it not seem worth it to me anymore, especially since in 90% of cases when I would take Alchemy its with a Life build so I can just use the extra pick for Holy Weapon instead.
#7 I am pretty sure I saw a bug with Transmute. I tried to Transmute Silver to Mithril and nothing happened. Unless I somehow mis-clicked on the wrong tile or something.
#8 There are aspects of the UI that I don't like. The map is too hard to read. We need to be able to pull up a full-screen sized view of the bottom corner map and need the towns to be easier to identify. The fog is also a little heavy, so makes it hard to really see where the cities are even after you have explored the map. And there are some things that just require too many clicks, etc.
#9 Also, why did High Elf Magicians get knocked down to regular movements? They should have teh same movement as Cavalry, its the only thing that makes them worthwhile.
But overall, its looking good.
#1 Great looking game.
#2 I like some of the minor tweaks you have made, such as toning down Crack's Call, which was totally necessary, though its still obnoxious. The problem with CC is that on higher difficulty levels the AI sends so many stacks at you, including endless Magic Spirits, and every time you have to engage you stand the chance of being CCed. So you have to make powerful units to defend against the waves of AI attacks, but eventually the AI can just wear any kind of army down with nothing but Magic Spirits and CC. Yes, now Life can Raise Dead against it, which is good, and Sorcery can still counter it, but for Chaos and Nature there is not much to do against it, other than re-load. Still, glad you at least toned it down some.
#3 For some reason the Ai is totally fixated on Dispelling unit enchantment, even more than in the original game. To an absurd degree. The AI will cast almost nothing except Disenchant, even when it makes no sense. Like I have a stack with nothing but Water Walking on them and the AI will endless try to Disenchant the Water Walking, even though that has zero bearing on the outcome of the fight. A) This disadvantages the AI because it wastes time casting useless spells. B) its very annoying and makes it so unit enchantments are almost worthless. C) Sometimes it seems like the Disenchanted remains in effect after the battle, but other times not.
#4 Counter Magic cast by Zaldron (or whatever his name is now) doesn't seem to work. When I've cast it, 100% of the time every spell is unaffected by it, after about 20 casts against it. It doesn't seem to be doing anything, even at full strength.
#5 Air Elementals seem way OP. I had two elite Stag Beetles killed by a single Air Elemental, even though the Stag Beetles both had Holy Weapon on them. They were barely able to damage it, and I definitely had Holy Weapon as I cast it during the battle. It doesn't seem like a single Air elemental should be able to take out two elite Stag Beetles with Holy Weapon. They certainly can't in vanilla MoM.
#5 I also like the way you toned down Pathfinding and Heroes. Heroes were way too powerful in regular MoM, so glad to see that you've toned them down a bit and I think it seems like the right level so far.
#6 Still not sure about Alchemy going to 2 picks. It makes it not seem worth it to me anymore, especially since in 90% of cases when I would take Alchemy its with a Life build so I can just use the extra pick for Holy Weapon instead.
#7 I am pretty sure I saw a bug with Transmute. I tried to Transmute Silver to Mithril and nothing happened. Unless I somehow mis-clicked on the wrong tile or something.
#8 There are aspects of the UI that I don't like. The map is too hard to read. We need to be able to pull up a full-screen sized view of the bottom corner map and need the towns to be easier to identify. The fog is also a little heavy, so makes it hard to really see where the cities are even after you have explored the map. And there are some things that just require too many clicks, etc.
#9 Also, why did High Elf Magicians get knocked down to regular movements? They should have teh same movement as Cavalry, its the only thing that makes them worthwhile.
But overall, its looking good.