So, I originally posted these over on the Penny Arcade forums, and it was suggested that I post them here, too, so here we go.
I'm getting near to the end of my first game of LH,* and I've got a couple annoyances.
Also, I'd like to see a change to the way manufacturing and research works. Currently, researching Magic can teach you how to make stronger axes (e.g., the first normal axe is ... 6 damage ... the first magic is 6 damage 2 fire, and you can invent the magic axe without inventing normal axes). I'd like it better if researching the first level of weapons taught you how to make 6-damage axes (and basic swords, and basic staves, etc.), and the first level of magic weapons taught you how to make a +2 fire enchantment, which you could add to any weapon. It'd be a major change, so I'm not sure if it's doable at this stage. Also, the first levels of bladed weapons being daggers makes me sad; I'd rather have swords all the way down. " src="/plugins/Emotify/design/images/1.gif" alt="" width="1" height="1" />
All of these complaints aside, damn the game's fun. I complain because I love.
* I have a tendency to restart every time a patch comes out. I have played the first couple hundred turns of so many games.
Agree with most of your points. Unfortunately most are game mechanics rather than modding, so will have to see if dev does anything.
My own thoughts:
The caravan things is very annoying indeed. Let's just hope there's an update to address this issue.
2,3 and 6 dont really bother me, to be honest: I never get attacked. Multiple short wars are probably more realistic than enduring peace after a war.
1: Can caravans be flagged as 'neutral'. Part of the terrain, so to speak?
4: This could use improvement, but that would be more like a new feature or expansion.
5: Crushing Blow is too powerful. When I started LH after FE, I had to reload a couple of times, because my Sov got killed mysteriously. Crushing Blow turned out to be the culprit. Maybe make it 50%, but remove the daze?
7: Borders are still an issue. Specific agreements about borders would be a nice addition.
8: I am not sure how relations work. Low power causes everyone to attack you, and even simple trade seems to improve relations. It should be easy to improve your status with treaties, right? I honestly don't know if it is.
9: Magic weapons are more costly, so I don't really see the problem?
Highwayhoss: Thrown weapons - no. Weapon variety - no. Stealth and naval units - yeah, but those are huge changes, not simple fixes. Counterspells - yes, but it probably won't get used that much. Wildlands - Maybe as a setting you can choose at startup.
I agree in general with everything except #5
Crushing blow is not at all OP. It's just not. Yes, it allows weaker units to punch above their weight class. But the crushing blow weapons come with a significant initiative penalty. So you're almost guaranteed not to get first strike and if the target survives (or dodges!), your unit is likely to be swarmed and destroyed before it can move again. That's the tradeoff.
If you can't take a town because it's defenders are using Crushing Blow, your army is really weak and you shouldn't be attacking that town!
As an aside, the game should display the name of the applied skill over the head of the unit that is using it. The current visual display of the AI using impale or cleave (where extra units take damage) is just bizarre. And as Fallenchar points out, the animation for Crushing Blow is not exactly obvious either.
Crushing blow is fine as it is. But it must be susceptible counter. As does axe and spear. Right now swords seems the most underpowered one due to other weapon ability negate the counter effect of swords. Crushing blow, impale, cleave, all negate counter attack.
The only advantage right now is it has the highest initiative, so it's good for creating a unit with Finesse trait, +3 attack is decent, especially if you already unlock company that's +18 attack total. But the purpose of sword is lost, in original FE before LH is released, swords used to be my most favourite weapon, i can focus on defensive traits and equipments, then just press SPACE all the way and watch my enemies falls to their doom due to counter while my troops receive little damage. Now it can't be done, if i go on defend, i get crushing blowed, 1 crushing blow is not a big deal, but a few would mean certain death or near death for my troops, therefore i can't play sword to its true nature and role, and i'm forced to play offensive with swords.
Again the point is sword lost its role and nature. Offensive weapons are hammer, axe and spear not swords. Finesse won't make sword wielder come close to hammer/axe/spear wielder in case of offense. Hammer is offensive single target, axe and spear are offensive area attack. Sword is single target weapon, in FE it's a defensive weapon that rely on counter, however in LH it's useless, hammer fill that role now. Due to low initiative, hammer wielder can focus on defensive traits and equipments, and a few good offensive traits or equipments, the low initiative of the weapon makes the user act last than his opponent therefore the user is in defend mode, making it hard to kill, then when the hammer wielder turn comes, it can just crushing blow his opponent to death and the opponent is certainly not on defend mode and suffer twice the damage.
Axe and spear can cope with that kind of situation, because they can do area attack, so even if the wielder are dead after getting crushing blowed, they already deal decent or even devastating damage to opponent army due to area attack. Sword on the other hand, can't do anything. Hammer, Axe and Spear also have other useful passive bonus, hammer can bash, axe can have another chance to hit if it miss, spear ignore 33% defend/armor and immune to counter, what does sword have beside initiative? counter ability which is easily negated by almost anything all other weapons have.
In FE, weapons work like this : sword counter hammer, hammer counter spear, spear counter sword, axe doesn't counter anything but can have another chance to hit if it miss.
And in FE, finesse works on counter attack, now in LH it's bugged.
My suggestion is make sword's counter works on all abilities of other weapon. And fix the finesse bug on counter attack. Another alternative to crushing blow is not giving +100% attack bonus, but -50% defend for 2 turns (only works on enemy whose size is around the attacker, it won't work on big size enemy like dragons and elementals).
Some possible ideas on weapons balance:
I like these, sounds rational and fair enough.
I want diplomacy to have more option of what to trade. Like trading cities (like in civilization games) and trading peace treaty.
Why nerf axes? In general the weapons should be balanced by making the weaker weapons as cool as the good ones.
In general I agree, but what about Cleave? Would using Cleave on three swordsmen result in three counter-attacks? Sweep?
That is a great idea.
IMHO, there's no sense in nerfing the things that are working to make the things that don't work seem less sucky by comparison. We should be thinking about how to bring the remaining weapon types into parity with the weapon classes that are working well.
Those being: Spears, clubs, axes.
Spears: 2 tile attack range. Remove immunity to counterattack.
Clubs: Crushing Blow has a casting time of two turns and no stun. Can be interrupted.
Axes: no change
The weapon classes that I think could be perked up are: Swords, daggers, staffs, bows, magical
Swords: Lunge skill: double damage attack, stunned for one turn. +1 CA when defending. CA applies to all attacks (including skills/spells) targeting them within one tile. (Lunge would work like Crushing Blow does now, Crushing blow would change to have a 2 turn casting time, but no stun).
Daggers: +dodge/-defense when defending. On dodge, they counterattack with +crit %.
Staffs: Trip skill: attack does no damage but knocks opponent to the ground unless dodged. +defense when defending. immune to CA.
Bows: Aimed Shot skill: +accuracy +damage +crit%. Casting time 2 turns. Can be interrupted.
Magical: Diffuse Cast skill: targets all enemies at 1/3 damage -accuracy. Casting time 2 turns. Can be interrupted. (as an aside, there need to be more caster-type weapons in the game to boost MP. As it is, all magic champs/henchmen should be equipped with daggers for the init bonus, because there aren't any weapons that buff casting.)
That's also good idea. I don't care nerf or buff, as long as it can balance them.
By the way, you still get countered by 3 swordmen if you attack the middle one in current version, but i think the damage is buggy and count as just 1 counter, perhaps this is due to swarm system animation.
Do spears really need a buff? on the one hand a range 2 weapon would be great (even if just impale was range 2 it would be nice), but i think people often discount the 33% reduction to defense. Especially by midgame that can be pretty significant.
While it may not be overpowered when viewed holistically (though I have my doubts), what I actually said was "Crushing Blow, in general, seems overpowered to me compared to the [other] weapon abilities (due, largely, I think, to the way attacks and defenses are compared when calculating damage; e.g., a single 20-point attack is much better than two 10-point attacks, especially since it also serves to immediately reduce incoming damage)."
ED: Added "other" back in, because apparently I forgot to write it.
Or, in other words, Crushing Blow is, hands down, the best weapon ability because a 20-point attack is better than 2 10-point attacks, especially when those 2 10-point attacks go against different units (which makes it better than Impale, and it is hard to get the enemy to line up nicely for a 3-hit Cleave, so it is usually better than Cleave, too). Yes, opposing forces might get one or two additional attacks in against the unit which used Crushing Blow due to the 1-round stun and the initiative penalty, but the effect of Crushing Blow's is to reduce enemy stacks much more efficiently than through normal attacks.
This is for the same reason that focus firing is the optimal combat solution - e.g., 1 full-health and 1 dead enemy is a far better situation than 2 half-health enemies in the vast majority of cases.
The tradeoff is not, at this point and of course in my opinion, equivalent to the pay-off. You are, defensively speaking, no worse off standing still for your 1-turn stun than you would be had you just stood still (or relatively still) and attacked twice, and, offensively, you are far better off than you otherwise would have been (because 20x1 >> 10x2).
Not what I'm saying. I'm saying that, when attacking a town, the enemy that is the most dangerous to your own army is not the Gigantic Animated Stone Statue or the ranks of archers;* it's the 3 or 4-member Level 1, unarmored militia squad with their 14x3 or 4 base attack and Crushing Blow, and they are especially deadly to melee-flavored sovereigns and champions (who would gladly go toe-to-toe with the Gigantic Animated Stone Statue and win handily).
Agreed on that one.
One other nitpick: I'd like to pick what items get upgraded when I upgrade a unit's armor. On my Ice Witches and Fire Warlocks (both warg-mounted), I want them to upgrade their armor, but still keep wearing the Soldier's Boots for +1 Initiative. Unfortunately, upgrading their armor replaces their boots along with everything else, even when the boots aren't set to "Upgradeable Boots" in the unit design screen. Additionally, it doesn't let me pick which cloak they change into - defaulting, I believe, to the anti-Fire cloak (fine for the Warlocks, disflavorful for the Witches).
* Actually, archers are usually pretty meh, too, because of the even-bigger-than-for-crushing-blow-weapons Initiative penalty and the lackluster base damage and the inability to use something like Crushing Blow to gain a quick piece-count advantage.
one other thing i will say about crushing blow is that its effects tend to scale with the number of units i have.
While 1 crushing blow won't kill everything (although it still does in many cases), combining it with 2 or 3 can routinely kill most monsters and units. Having an army that can systematically kill a couple of units each round at its whim is very powerful, and the loss of offense for the enemy is well worth the 1 round of stun for me.
Which is the problem with crushing blow right now, or i should say mass crushing blow. Because as said above, single crushing blow is not that threatening, however a massed one is crazy.
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