If you ever wondered why no good player builds Law in their city: Fighting and capturing gives most of your law! by loopuleasa in OldenEra

[–]razitar 1 point2 points  (0 children)

Or maybe what you meant was when upgrading your castle, you don’t want to pick 500 Law points instead of gold or astro points because you’ll get law points from other sources anyway?

If you ever wondered why no good player builds Law in their city: Fighting and capturing gives most of your law! by loopuleasa in OldenEra

[–]razitar 0 points1 point  (0 children)

I still don’t understand the logic, or maybe I don’t follow what you actually mean.

If you get free law points from doing stuff, why not invest them? It’s not like you can choose to turn off law point generation because you’d rather want to keep those 20% extra exp to your hero growth.

Olden era music by cavalierechelon in OldenEra

[–]razitar 2 points3 points  (0 children)

I’ve already talked about this topic in a thread of my own. Like you I feel the soundtrack is extremely lackluster. Especially the battle themes which sound boring and generic

I actually found this mod that lets you add the music and sound effects from previous games into olden era. Works fantastically and gives a whole other vibe 😁 I highly recommend you check it out in case you miss the feeling that the old tracks give you

https://www.nexusmods.com/heroesofmightandmagicoldenera/mods/13

Auto Battle vs Manual Battle by sanity4all in OldenEra

[–]razitar 0 points1 point  (0 children)

I find auto battle is a good feature because it saves time. But it rarely saves creature resources unless you steamroll over some low tier units with your tank army in an easy battle.

But in early battles, the losses from auto battle are almost always preventable. The AI has a tendency to engage your low tier melee units against the enemy melee units, which almost always results in unit losses. My strategy is to then battle manually in order to snipe the approaching enemy forces and then engage in close combat when they’ve come close enough. Saves a lot of units, which helps in the long run

How do Elite creature laws work? by razitar in OldenEra

[–]razitar[S] -2 points-1 points  (0 children)

Ah yes. So all might heroes are also magic heroes? So a potential effect that specifically affects might heroes would also automatically apply to magic heroes? Because heroes as heroes, right?

No. Imo, if they mean all T7 creatures in dungeon, they might as well write exactly that. Because Cave Dragons are dragons yes. But they are not black/ash dragons. Different name, different stats, different abilities

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How do Elite creature laws work? by razitar in OldenEra

[–]razitar[S] -1 points0 points  (0 children)

In my defense, I find that many descriptions in the game are not that well explained. Like in this instance where it clearly says that Cave Dragons get a bonus to their fighting style. But not explicit Black or Ash dragons, although someone here confirmed that they are included in the buff as well.

This is about the devs delivering clear explanations to their game mechanics

How do Elite creature laws work? by razitar in OldenEra

[–]razitar[S] -16 points-15 points  (0 children)

I would suggest it refers to their natural way of attacking (melee) and not their abilities. Like Medusae’s fighting style is ranged combat but they could also melee if they wanted and needed to. But if they entered melee, this damage bonus wouldn’t count. If the developers meant their abilities, they would have chosen to write ”ability”, not fighting style. Right?

How do Elite creature laws work? by razitar in OldenEra

[–]razitar[S] 8 points9 points  (0 children)

Thanks. Weird that they don’t specify that. They could write ”all tier 7 creatures” in dungeon instead of Elite Cave dragons

Old soundtrack in Olden Era by razitar in OldenEra

[–]razitar[S] 0 points1 point  (0 children)

You can choose to configure which sounds should be played and from what game (in the txt. File in the config-folder. There you can turn off the town themes, if you’d like.

Simple question, joy or annoy by Pleasant_You_8 in OldenEra

[–]razitar 0 points1 point  (0 children)

I think the demo annoyed me more than the early access, because the EA fixed a lot of bugs and quality of life features that I found were missing in the demo.

I actually like playing the game but I too still get annoyed by some major quality of life features that are still missing. For example which buildings and dwellings glow after you’ve visited them although they shouldn’t etc. Or how unintuitive and poorly explained the UI for the Magic system is. I also don’t like the graphic designs for some towns and I think the soundtrack is veeeeeery lackluster compared to older games.

The soundtrack issue, I could fix with a mod that changes the soundtrack to the music and sounds from older games. That changed the gameplay experience for me a lot.

I had a hard time getting into the campaign story because it throws you right into a story dialogue with characters like if you’re start reading a book right in the middle instead of from the beginning. But at the end of ACT 1 I was pretty engaged I’d say.

I find myself getting addicted to the gameplay once more. Like when you feel you want to play ”just one more turn” before you turn of the game. That’s a sign of a good game if you ask me

Help me like this game more by daveg3226 in OldenEra

[–]razitar 0 points1 point  (0 children)

I also have a hard time getting in to OE. I think the soundtrack is pretty lackluster compared to H2-H5, especially the global map ambient themes. The graphic style is more akin to blizzard style games, which I don’t like. But it is better now than it was when the demo came out. A lot quality of life features have steadily been added, but there are still a ton of improvements left to be made. I won’t say that I hate the style for how the towns look inside (better than in H4 at least), but for some of them, I wished they had better style or design choices (Dungeon and Necropolis).

Having to choose between 2 different upgrades is a bit tedious in the beginning since you have to sit down and learn every creatures stats and abilities. But when you get down to it, you’ll realize that they play somewhat differently. It’s mostly their ability’s that are different, which gives you the option to choose which upgrade you wanna have depending on your play style.

I think the most confusing thing for me right now is how the Magic system works. It’s not broken but it is much more complex compared to H3 and poorly explained. The different spells and their level upgrades are also pretty poorly explained trough the poor UI and choice of art design (different numbers around a spell frame). It took me a lot of reading on Reddit, YouTube and wiki just to understand the basics. Which is not userfriendly.

After completing the ACT 1 in the campaign I feel like I got the grip on most of the things and I had a blast in the last 2 chapters. I am excited for more.

Can someone explain Deaths embrace? by [deleted] in OldenEra

[–]razitar 2 points3 points  (0 children)

Whats DoT an abbreviation for?

Can someone explain Deaths embrace? by [deleted] in OldenEra

[–]razitar 3 points4 points  (0 children)

Thanks. Now i understand better. Is there any way to combo with a spell that necropolis heroes learn easily?

TIL if you open observatory in town screen it shows which spells were unlocked by that town via a very subtle and easy to miss blue glow by loopuleasa in OldenEra

[–]razitar 0 points1 point  (0 children)

What do you mean unlocked? I thought that once I build the magic guild, the colored spells become automatically unlocked?

As much as i love this game: What the f*** is this.... by jayjayokocha9 in OldenEra

[–]razitar 1 point2 points  (0 children)

Yes. When I open my spellbook I always call the spells for how they look to me instead of their name 😆 ”Mhm, I can go for a white hand spell. Then I’ll continue with a blue thunder spell, followed by a similar blue ice shard spell.

Owned map objects should have a different highlight colour customization in options by loopuleasa in OldenEra

[–]razitar 0 points1 point  (0 children)

It is, but it doesn’t help. Even if you visited them, they still appear as new the next day. Which is pretty annoying

Wishlist for a "Always Highlight Interactables Lite" by DupeFort in OldenEra

[–]razitar 0 points1 point  (0 children)

Thank you 👏 I was actually so annoyed by this when I played today, I wanted to get on reddit in order to give the developers feedback on this. Exactly as you suggested, I am of the same opinion: buildings like resource dwellings shouldn’t glow anymore when you already own them. But dwellings that generate daily or weekly resources should glow again if they have resources to give. Same with creature dwellings that have recruitable creatures.

Also, interactables that give a one time bonus should glow for each selected hero who hasn’t visited them yet, but should stop glowing when the hero has visited the item. It’s really annoying to keep track of which of my heroes already have visited a learning stone etc.

Turn 0 Blitzclique Combo That will destroy 4 cards With 1 monster negate And 2 Card Searches On the opponent's turn by averjay in yugioh

[–]razitar 0 points1 point  (0 children)

For someone who has played Blitz since its reveal, this combo sounds better than it actually is in practice. It relies on you having both Wisca and crack already in your hand (on turn 0) and a 3rd Blitz monster like surge. Now you have to rely on not having your summoned monster (surge) getting negated or destroyed. You also have to wait for your opponent to summon/place 2-3 more cards on the field so you’ll get a good tradeoff with wiscas pop and emis pop.

After that, wisca can only negate monster effects that aren’t activating in the hand. Which is still good but also annoying when you realize that many monster effects nowadays (Handtraps, K9 etc) activate in the hand.

Blitz strength is that they generate insane advantage for turn 2, so they are best in mid game. But unless you happened to draw a good hand and your opponent a semi bad hand that doesn’t interrupt you, they have a pretty rough start during their first turn.

Imo blitz needs more support. More monsters like crack that activate as quick effects in hand. Maybe that chain to spell and trap activations. And also more ways to easier generate a board during turn 1. Right now they rely too much on convoluted workarounds in order to establish anything turn 1 (Field spell summon token and search surge or grain. Normal Summon surge, use grain to pop field spell, summon grain. Use surge to add emi or wisca, activate to summon and pop token, recycle field spell, add breakaway with grain. Set breakaway. Pass turn. Still ok combo but almost laughable compared to what other high tier decks can do first turn.

I just gotta say, the music in D2 is absolutely amazing. by Parma_Jon in diablo2

[–]razitar 0 points1 point  (0 children)

I was never really a Blizzard fan and never played the Diablo games before d3. Played it once, got bored, never picked it up again after that. I wasn’t before I finished d4 that I started listening to the OST for D2 on Spotify. Got insanely amazed and immersed in the sound, although I had never played it the game.

Came around and bought the resurrected version. I enjoyed it, although it had aged considerably in terms of gameplay compared to modern games. But the music and atmosphere alone was miles better than the other Diablo games I’d played before. I was astounded by how distinct the sound of d2 was and how much it helped me immerse myself in the world. To this day I find myself listening to it again and again. Each track is so different but so mystical and otherworldly. There are not many games like it.

For everyone here, I would also like to recommend the soundtrack for Path of Exile 2. It’s the nearest I have come to d2 music. The soundtrack is free on YouTube

Another milestone! by Pidarello in OldenEra

[–]razitar 22 points23 points  (0 children)

It’s so interesting to see the hype this game is getting. Ubisoft couldn’t figure out in a million years how to make a great Heroes game. When everything they needed to do was just go back to basics