first of all, all the exp enhancing skills are the must, if hero is planned to develop. Thus, for couple of levels nothing happens .... I personally think those should be gone, exp enhancers are too good to pass on them, on the other hand, they are totally boring ...
second, warrior's skills are kind of boring +1 attack, +2 attack and so on for like 6-7 levels before you get sweep ... On the other hand, playing wizard: you have all this summons, new spells etc. and leveling is way more exciting ...
Good point. I think reducing the path traits and increasing the general traits that are randomly available should solve the problem that heroes of the same path have the same traits and the random equipment makes the heroes unique, too.
I noticed this too. With the exception of one hero (Can't remeber his name, it starts with a B, he has the lightning spear and +atk on an armor piece) the heroes in LH feel really weak compared to FE. Derek already posted elsewhere this hero is getting toned down =/. Wondering if this was designed to counter the quest loop strat or just a byproduct of other changes.
i think they were trying to fix the problem of people defeating the whole game with a single hero and no cities or other units at all. i guess their strategy is to start low and then work hero power back up over a few iterations of beta patches until the community/testers agree that we have reached the sweet spot where hero power feels balanced vs. trained units.
I think the swarm thing raised the power of trained units significantly.
Yep, but it increases the challenge and fun of the tactical combat.
What do the masses think about getting two picks per level? As it is, it seems like levelling takes longer than it did in FE, anyway...maybe we should get more bang for the buck. If one gets two picks, they can choose to use one for XP upgrade, and one to use on a skill that's actually immediately useful, too. Or they can pour it all into line if they please.
I also kind of like the idea of some small (+1) passive base attribute upgrades, maybe somewhat randomly, a la Fire Emblem. This would make each level up more exciting. The chances of different skills going up could be based on the path one chose.
Just some ideas...
Having each hero have their own preset chances of attributes going up each level would add to their uniqueness, too. They'd have their own general trend of attribute increases while still advancing uniquely each time.
Two traits per level can destroy the balance, because a hero can be a specialist in one part and can ignore the rest.
[quote who="Jean=A=Luc" reply="49" id="3335436"] I really hate exp enhancing traits/perks/feats in general. They are either useless noob traps or mandatory free power that makes early leveling boring. Would hope to see them completely removed (except as starting factions traits and such). [/quote]
This!
Xp enhancing skills are illogical, because XP is the means by which you aquire those skills.
If people feel these are necesary, then perhaps the XP requirements to level up should be reduced. but either way, XP boosting skills have no place. They're about as logical as a skill which gives you a skill point for learning it. which is to say, horribly stupid.
For me, the leveling system also seems more borning that it was in FE - where at least you could have some thrill caused by unexpected nature of the perks. Now, if you can see all the tree, the tidy gathering of small bonuses is just boring.
As for now, I find almost no "omg, thats great, I have to have this" perks in the trees.
My suggestions:
1. Remove the "potential" perks.
2. Change some of the +1 to attack, +1 to defense, +5 to spell mastery etc. perks to be automatically gained on level, for ex. a warrior gets +1 to attack per level, a defender gets +1 to defense etc.
Darek
The question is if you take those away, how do you flesh out the trees?
I like the new leveling system, but relative to FE, my sovereign is underpowered. (because you could, for exmaple get 2-3 spells, instead of just one.)
It just seems as though I'm ill equiped to handle stronger mosters, even when I reach the higher levels.
So my suggestion would be to grant 2 abilities or spells (or 1 ability and 1 spell) at each level up.
To pile up on this... I rather like the levelling mechanism, but most of the actual talents are boring indeed. The main problem though, as pointed before, is that heroes are just plain underpowered. I mean, nothing legendary in them, really. We would need either to get levels much faster or to have each level buff them more than is presently the case.
Well, it would be good if each Path or Sub-Path got instrinsic stat bonuses for each x levels, so you don't have to spend level-ups just boosting a single stat. Global unrest reduction for Commanders (or a Commander Sub-Path), Attack for Warriors, Defense for Defenders, Accuracy and/or Dodge (although Dodge bonuses couldn't be too high) for Assassins, and Increased Spell Mastery or Increased Spell Damage for Mage Path or particular Sub-Paths. I don't think a level-up should be used JUST to get a small stat boost, it can have one, but it shouldn't be the main focus of the trait pick.
And yes - heroes need to level-up at a greater rate too.
Linear trees are always stale no matter what perk is there.There should be some real hard choices and some randomisation.I could say the same about the tech trees too.
Indeed and I agree with the choice.The hero should be there to benefit the army and not be the actual army.
I like the idea, it's just the filler that needs love. Just as you guys learned from games like Civ 3 or Civ 4 in Galactic Civilizations 2 about the green End Turn button, let's look at some other games with Skill Tree designs. World of Warcraft, Rift, or any of those super similar MMOs ring a bell? These games have/had a lot of those +1 to Stat, +1% to effect type picks through out their skill trees.
You also can expect to gain like 80 levels in those games.
I would reduce the size of the trees, add just a couple more active abilities, and remove all +X or +X% picks. They should be folded into the classes. ESPECIALLY the Potential options - I think all +experience game stuff should generally be removed, except for maybe an item or two. I really believe with the way the game is now, my champion growth per level should be pretty significant.
A Summoner should get a new summon, or a new spell that affects summons. An assassin should gain an ability that brings them closer to the kill. A warrior should get an ability that makes your opponent wince. Everyone should get something that helps them accomplish their goal.
I would suggest you give Warriors and Assassins all weapon specific ability paths they can follow with things that require the weapon type to be equipped. This will allow two warriors to play very differently, based on if their an Axe warrior that cleaves through armies or a Sword warrior that with bonus counter attacks as they duel off the opposition. You can seperate the Bow and Dagger assassin with two paths, as well.
I like the General traits - things that increase Weight Capacity, or Movement. Sight range. Stuff everyone wants and can do, but has to go out of their path to acquire.
Speaking of General traits, I'm reminded of the Commander. I love this idea - it just doesn't work quite as well right now. I really feel the Unrest bonus shouldn't be base, but should be chosen. I also feel the Adventurer's guild should be a trait for the Commander, not an improvement built by a city. I would also like to see the Commander possibly gain some more strategic advantages on the world map - Army Movement, unit conversion (like Diplomats in Civ, buy the enemy units), and a good fit for them I really believe would be the Gal Civ 2 Rally Point system. Outpost building on Cooldown?
There's a lot of room for improvement here. You guys are definitely in the right direction with the concept and design, it's just the picks need to be a lot more interesting. My champions need to feel like they're playing a unique role in my kingdom.
One final suggestion; the things they get when they die. Missing Ear, Fear of Death? Maybe consider only applying those if the whole army dies. I had a champion get trampled down at the beginning of four fights (only unit that died -.-), and had four horrible traits that made her super weak.
Right now Heroes stand for supports in armies wether it is via stat boosting (commanders, defenders), damage & crowd control (mages) or summoning (mainly mages), which I think is the way to go.
The major problems in LH imho comes from:
1) the swarm bonus, which negates entirely the point of having a warrior hero (or sovereign) who will get oneshot, several times during a game and to a certain extent, defenders in the late middle game onward who can't withstand more than a couple of hits.
i.e : my last in game in Ridiculous, Ridiculous difficulty on a standard map, I finally decided to put my lvl 12 Defender sovereign on the front line to see if he could hold a flank. He soaked up 2 hits from infantry units equipped with maces&longswords (if I recall correctly from a group of 4 city defenders and a group of 5 trained longswordmen). He had 86 hp and 40 defense. He got hit for something like ~80 hp off from those attacks. Pretty close one... I kinda expected he would do better since I outfitted him in full light plate armor ( 1100 Gold total).
2) Inability to choose traits of heroes that are recruited above level 1. Recruited heroes from the late early game onward, will often come up level 5-7. Without the potential perks, level 5 heroes will usually get to level 7 before the end of the game and level 7 heroes will almost systematically never get to lvl 8 because of the very, very, very slow grinding they have to overcome to reach it. Even if they reach level 8 and unless they are mages without the knowledge perk, they will probably never get any other level.
The real issue here is that you get a shiny new hero. But then you are unable to do anything with it because he does not have the appropriate traits (a.k.a 2 or 3 potential perks with knowledge for mages), hence its customization is impossible and you have a promising young mage, novice in 3 schools of magic but who will never be able to cast any AoE, curse or buffs spells. => So unless your sovereign is a defender with +hp/lvl traits to afford one, maybe two paragon spells (and even there it is basically a question of wether you'd rather have Air II for tutelage or Fire II, to get some damage out of him for a couple of flame darts), you are pretty much *censored*.
3) The fact that you never get really high level heroes (unless you play a faction with wanderlust). Assuming you capitalize on potential traits and knowledge if available. Getting from 1-6 is pretty straightforward. Getting from 6-10 takes some time but feels great. Getting from 10 to 12 takes a long time but still feels okay I guess. And then, well then unless you are a major warmonger, quest-thirsty, monster hunter like I am, then you you will probably never see the level 14 cap where some significant specialization of you hero is finally available.
But even at level 14-16 heroes are just getting halfway through one of their specific trait line.
Now I tend to wrap up my games relatively quickly due to the difficulty level ( expert and ridiculous ), And you could say that in a 1000 turn game then you have time to get much higher in level with your heroes, which i would again disagree with for the following reasons:
- Heroes recruited without xp% traits will NEVER reach past level 9.
- Assuming you don't (or do) kill everybody or win a SoM or an alliance victory, then clearing the map will probably require you to play until turn 320 ish.
- Letting time go by in higher difficulty is EXTREMLY risky due to letting other factions rising to power.
So there still is 680 turns of experience we'll never see in our games.
1) Honestly I'm fine with how heroes are right now, although I do agree that a bit more customization via skills could be great.
2) I think a drop in the shop price for all armor pieces would greatly benefit the weak spot in which heroes are right now, just as the price drop in weapons and trinkets allow for better customization right now.
Now when people come up with the idea of removing xp% traits like potential, and in general any xp% boost from spell or items I have to say that you have to tread carefully on this one. I don't think anyone would appreciate not reaching any levels past level 8-10 on there sovereign and lower levels on their main heroes. Unless of course, the xp needed to reach the next level is massively lowered and/or we are showered in one ability and one trait each time we level up. But I'm still very skeptical about it.
Yes! And this is why I think sovereigns and heros should get to choose 2 spells/abilities per level instead of just one.
Well, the +% xp perk could be removed, and the xp for all heroes augmented. I'm agree the leveling is really slow, and unlocking some perk that just give a base +bonus isn't really rewarding.
Another problem is at each game i've done, in the first turns I quickly got like 2-3 heros + my sov (depending of quests) and I never got enough soldiers for support more than 1 army at this point (perhaps i don't handle the begining right, dunno), and since parking heroes in cities don't give them xp, they just sit here doing nothing. Like said in another thread, I prefer the endless space and how it's handle governor.
I think the heroes should unlock more slowy?
Getting more xp and easier leveling, and perhaps option like 2 skill pts / level, why not. For the sov, since it's your first guy and it will be the most advanced in level, why not add a sovereign unique class tree? With perks depending of kingdom/empire & faction, more spell etc... It would make him more unique compared to other champions, and with more perk to choose will avoid to have him expert in all aeras.
The new swarm system is nice, but it render most 1 troop units like champions pretty weak. I think defender & warriors should get some perk/active skills that could reduce/negate the swarm bonus so they could get more survivality. Another option : why not be able to fusion your champions with normal troops? Creating a new unit with your champion + 2 followers ? So when getting hit the followers and killed first.
Yes, I love this idea. Each level up gets a passive stat boost based on which active skill/spell/whatever is taken.
The champions in LH are nerfed as compared with FE. In FE my champions were doing as much damage as my up-to-date unit stacks at the end game. Now in LH end game unit stacks are doing 10x the damage the champions do. Part of the reason is the lack of high level weapons to equip, but mostly it's because the level ups are weaker now. We're talking about "Champions" here, not slightly better than troop warriors. If champions are going to be this weak, then let them stack like units can. Also, for example in FE Shadow Bolt did real damage, not this 7 crap.
I wouldn't have a problem with a +EXP sov creation trait, or if a few champions started with it. But I agree these don't belong in the skill trees, at least not 'alone': if they were paired up with other significant abilities I might be ok with it.
Everyone here who is talking about how necessary and important the +experience bonuses is horrible at numerical analysis.
I'm not sure people are complaining so much about the lack of random so much as the lack of true hero progression. In FE I rarely had a level up that did not contain a "rare" trait. I didn't always choose the rare trait - opting for an uncommon trait because it made more sense for the game situation... But the powerful traits were available at every level. Now in LH I just competed my first game and did not unlock a single powerful trait. It simply takes too long and too many levels to get them.
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