Quick fire
- Constantin
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Quick fire
Reduces recast fire bolt for mages, dragons and drake knights by 1 turn and after recast became to 2 turns. Its studied in mages hut. Cost of 6 turns
Last edited by Constantin on Sat Mar 31, 2018 10:52 am, edited 3 times in total.
- makazuwr32
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Re: Quick fire
i think this would be a bit op.
AoF Dev Co-Leadermakazuwr32 wrote: ↑Mon Sep 16, 2019 7:54 amWhen you ask to change something argument why...
Put some numbers, compare to what other races have and so on...
© by Makazuwr32™.
- Constantin
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Re: Quick fire
Not very op, just in end game turns, each turn decides a lot. Therefore 3 turns fire bolt is too long for this period. And also opponent can have large troops in end game period. You just cant wait recast, as an opponent will kill your units.
- makazuwr32
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Re: Quick fire
we need to see how will this change with at least -1 turn cooldown.
let's make it as -1 turn cooldown (if will work good and not op then we can just add second tier upgrade) for 4 turns reseacrh cost and needs "fireball" tech research.
let's make it as -1 turn cooldown (if will work good and not op then we can just add second tier upgrade) for 4 turns reseacrh cost and needs "fireball" tech research.
AoF Dev Co-Leadermakazuwr32 wrote: ↑Mon Sep 16, 2019 7:54 amWhen you ask to change something argument why...
Put some numbers, compare to what other races have and so on...
© by Makazuwr32™.
- Alexander82
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Re: Quick fire
I would put this in game but only for mages.
Dragons are good enough in combat and have also a better mobility.
Mages are basically used mainly for fireballs and are fragile enough to not become op.
I also agree with makazuwr32 that -2 on 3 turns is too much.
-1 is ok and we might also add a second tech for an additional -1 later on
Dragons are good enough in combat and have also a better mobility.
Mages are basically used mainly for fireballs and are fragile enough to not become op.
I also agree with makazuwr32 that -2 on 3 turns is too much.
-1 is ok and we might also add a second tech for an additional -1 later on
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- Constantin
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Re: Quick fire
Oh sorry I wrote by 2 turns. No of course not on such a number. I meant the recast becomes equal to 2 turns, that is, it is reduced by only -1 turn.Alexander82 wrote: I also agree with makazuwr32 that -2 on 3 turns is too much.
-1 is ok and we might also add a second tech for an additional -1 later on
- Sunrise Samurai
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Re: Quick fire
First, only reduce to 2 cooldown. Second, the bug that allows mages to cast fireball from wagons needs to be fixed before we can do this. Currently wagons prohibit most spells, from raise dead and convert to slowing and healing, but "floating" spells like summon flesh golem, dig corpses, and fireball are still able to be cast from inside wagons.
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- Alexander82
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Re: Quick fire
I agreeSunrise Samurai wrote:First, only reduce to 2 cooldown. Second, the bug that allows mages to cast fireball from wagons needs to be fixed before we can do this. Currently wagons prohibit most spells, from raise dead and convert to slowing and healing, but "floating" spells like summon flesh golem, dig corpses, and fireball are still able to be cast from inside wagons.
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- General Brave
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Re: Quick fire
Didn't know you could use spell in a wagon, sounds like something you should do, I don't see what's wrong with it.
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- Alexander82
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Re: Quick fire
for the same reason that doesn't allow you to attack or shoot arrows and use other kind of spells. It is definitely a bug.General Brave wrote:Didn't know you could use spell in a wagon, sounds like something you should do, I don't see what's wrong with it.
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