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Pillars of Longevity
   
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TYPE: Extension
CONTENT: MajorFactions
Tags: UGC
File Size
Posted
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275.798 KB
8 Dec, 2019 @ 5:02pm
1 Sep, 2020 @ 8:31pm
16 Change Notes ( view )

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Pillars of Longevity

In 1 collection by Iceberg
Iceberg's MP Collection
23 items
Description
Ardent Mage spells are seen as one of the worst-designed features in the game. The stun is easily the best battle effect.

All cooldowns are global! They always have been. I haven't changed that.

Changes to the attack and defense spells were reverted. I'm convinced they're better as flat bonuses. They're multiplied by all of the other percentage bonuses. Another percentage bonus isn't as impactful.

Changes:
- Stun spell: -5% defense per level starts at level l, reaching the same -25% at max level as it always has. Cooldown of 5 rounds, meaning it can only be cast once per battle. If you cast this first, you can't cast any more spells. Stun is stronger earlier in the battle. You can focus fire and completely negate the presence of some units, making an even fight into a slaughter. The opponent has no way to counter this. No other stun effect can be applied without a unit, or in an area.

- Healing and damaging spells: 5% per level, 2-round CD up from 1 (thanks LeaderEnemyBoss for your help implementing percentage-based spells). Arcanas of Renewal and Materialization have had their research eras switched. Food in era 3 and dust in era 4 are more desirable. Renewal wasn't researched much in era 4.

Subject to change based on community feedback.

10 Comments
Iceberg  [author] 16 Dec, 2019 @ 10:17am 
Root doesn't change the fundamental issue with AM units which is that they all get hard countered by longbows. Stun does change that. The spell can only be cast once per battle now, so it's toned down considerably. The cooldown encourages the use of other spells. Getting rid of it would be going too far imo. Other factions can stun every other round, it's just tied to a unit in every other case.
MelodyFunction 16 Dec, 2019 @ 2:31am 
Sure, I agree. I feel like it could be a viable option as opposed to an effect as polarizing as a full Stun, if that is desired. The math doesnt seem too arduous, if youve got some spreadsheets for unit stats around, finding out how much health a unit without access to Stun would have. I suspect it would be about 25%. And while Mass Ranged would be a counter, high dmg infantry with above average battle movement are good vs ranged, too.

I do not think this would be redundant, as it would still basically stun most melee units and at least neuter ranged units. I mean, a Stun basically turns almost all other spells redundant already(Which is the problem in the first place).

In any case, I wanted to pitch the idea of a root, as that might be an effective way of rebalancing a, potentially, "broken" mechanic. Thank you for your time.
Iceberg  [author] 15 Dec, 2019 @ 4:12pm 
Sounds kinda redundant with their other spells, and I don't wanna deal with the attribute math. There's no good point of comparison for what this should look like, and everyone's opinions differ. Plus mass ranged would still counter everything in their army.
MelodyFunction 15 Dec, 2019 @ 11:23am 
I see, that makes sense. A root would only fix the initiative issue(Cause if the enemy cant move, they basically have no init), but not exactly the health/defence issues. And I guess you'd really need some more feedback from more knowledgeable players on this.

So.. If the stun still happens to be overbearing(which it very well might be), you should consider a root... Possibly with a -dmg(and/or atk) debuff, to keep the health/def of their units balanced.
Iceberg  [author] 15 Dec, 2019 @ 10:53am 
The faction units were balanced around having stun available. Their initiative, health, and defense would be too low otherwise, but it's not fun to play against them when they can stun your units for 3/6 rounds in era 2 onward, or basically 100% of the time by the end of their quest. They're regarded as overpowered for that and their tier 3 weapons quest reward. That's why I nerfed the cooldown so hard. I like where it's at now, but that's just my opinion. I haven't received enough feedback about this change yet.
MelodyFunction 15 Dec, 2019 @ 6:48am 
I don't have enough experience with the Mages to really judge this... But on paper, this seems to be, at the very least, the right direction.
I am still concerned about the Stun spell. It is a big part of the Mages' identity, but an effect as powerful as this warps the balance of the whole faction. I wonder if a root(along with misc buffs as deemed necessary) would be a better direction for the stun spell.
It works similary: You pick the battles and positions, but now the enemy can counter-attack and ranged units are still a potential threat. I like the balance of this, as ranged units were countered especially hard by the stun, as they are usually glass cannons. Melee units generally have better defensive stats to weather tank through the stun, but the root is more disadvantageous to them than to ranged units. Poor cavalries, tho, but cavalry is pretty poor vs mages anyway.

Any thoughts on this?
Iceberg  [author] 11 Dec, 2019 @ 4:16pm 
Great to hear, thanks.
cavalier 11 Dec, 2019 @ 6:53am 
I love to play the Mages now thanks to your mod awesome job!!:titanium:
Iceberg  [author] 9 Dec, 2019 @ 12:17am 
Glad you like it, Jojo.
Jojo_Fr 9 Dec, 2019 @ 12:01am 
Excellent move. A lot of design problems are fixed. Some features never used (all the spell except stun) will be used now. Thanks!