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Design Changes in 3rd Cycle
#11
I appreciate the sentiment, but its sort of like telling a paint artist to leave his work 75% done.  Also, LD, you remember the rumblings when we were making incremental changes to 2nd Cycle. 

It may take a bit longer, I am not creative every day.  I think we have good ideas for the Necromancer, but I want the Illusionist to match that and I'm struggling a bit.  I also feel I don't know much about how the Halflings, Lizard King, or Nomads felt or played.  Hopefully that becomes more clear early in the beta.

#12
So as posted elsewhere, The Necromancer is pretty much done, as is now the Illusionist.  That being that the spell lists have to be revised and the new spells completed.  Both kingdoms to no surprise depend on the spells as well as some special abilities.  I'm pretty happy with both (not easy for me), and I almost wonder if players may think they are "too good".  But remember, the Traits, all the new brigade types, all the other kingdom abilities, tactics, for all kingdoms.

And I don't mean to say that its just those two kingdoms that are pretty much done, I meant those were lagging from design.  So we are closing in.

As I've said, my objective in The Choosing is that it will be tantalizing choices for each of the 12 positions from the 24 possibilities.  Lest anyone think a 2nd Cycle kingdom is blase , I think we will find their new locations on the map, for example the Warlock in the Talking Mountains, The Ranger in Arcania, the Ancient Ones in The Sands, brings a freshness.  The Dwarves have their War Machines, the Gnomes can summon Rock Golems, etc.

#13
Closing this thread for placing new commentary in the newer threads.



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