Champion armor and weaponry -needs- to improve with level. It's currently a crapshoot to win or lose with a hero-style victory. Did your enemy get the shadow broadsword and the toxic dagger while you got a boar spear? Too bad!
I've mentioned this before, but it would make considerably more sense if:
- A: Champions used weapons differently than regular units. That is to say that a champion with a short sword attacks x times based on his level and your research. This would prevent the requirement for broken weaponry that is not researchable because regular units would destroy everything.
- Or B: Research should provide access to those broken weapons much earlier for champion use only.
Despite A requiring more work, I would prefer this as it keep armor balanced without the need for rediculous attack values to have any effect. Either way, rolling the dice to determine success or failure by such a large degree is akin to the level of strategy proposed by Risk.
The second thing that I would like to see (though probably won't happen) Is that champions have armor and weapons based on their character type that they can upgrade with each level and/or found 'upgrade component' in the wilds. You can still have randomness with three accessories and sheilds, but you only need 1 piece of armor and one weapon. Mages could actually upgrade their robes to give -spell cost and +spell damage instead of crossing their fingers they find an archmage robe. That is so much fun!! >.>