[Gameplay] deconstructing combat mechanics
After several games and viewing the occasional forum post I've been thinking a bit about combat in E:WoM. There are a few areas where the system seems flawed by design, but might not be that difficult to correct.
There are essentially two different systems for unit stats, one for buildable units (and monsters) and another for heroes. Not only do heroes and buildable units scale in different ways, but constitution functions differently than other combat affecting stats like strength and dexterity. Once squads become available buildable units scale faster than heroes and have HP scale, when heroes effectively do not scale for HP. As the number of troops increase this only gets more pronounced. Choosing a stat at level up can also be frustrating, because there is an opportunity cost in choosing to increase constitution (and buildable units also get more of a HP benefit from leveling).
HP scales at a much slower rate than attack or defense, even for buildable units. The culprit for this appears to be the armor system. The defense value of a full armor set is roughly 5x the value of non-breastplate pieces, because each piece has a value and gets higher with each armor tech level unlocked. Weapon values have to be high to pierce high defenses, but HP starts low and there are few options for increasing it.
A partial solution would be to change the way armor works. For example, when a new armor tech is unlocked it could make available just one option, a suit of that armor type (or perhaps two options, a full suit or just the breastplate). This would allow for easier balancing of attack, defense and HP values.
A partial solution to the hero and buildable unit disparity would be to force them to use the same stat system, but give heroes special traits or abilities. For example, there could be a “Hero” trait that gives a hero bonuses when fighting against groups, or a “Challenge” ability that forced a squad to fight against them individually.
Fixing these two areas of combat would have a major impact on most of the discussions (and complaints) I've seen on this forum. I must admit I have a strong bias in favor of a system with traits and abilities. They make tactical combat much more interesting! Other than that, I hope this was unbiased.