[Feedback] Champions vs other strategies
OK I've been playing this beta pretty heavily over the past 4/5 days and I want to give the devs a big thumbs up for all the hard work they have done, this game is already much better than WoM and I really apreciate that they have let me have this game for no extra charge because I bought WoM as soon as it came out.
I have been playtesting it and have played through 3 games; one on normal, one on challenging, and one on hard and I feel that I can give some informed feedback now. I have many thoughts on this game but I think I will post them in separate threads rather than one big post.
So my first point on feedback is that currently the champions/channeler (either warrior or mage) are massively powerful to the point that they almost completely disregard the economic, research, resource gathering and army building sides of the game - in the hard game I won with just my channeler plus one backup champion and no other units except scouts - all the other units were unnecessary.
The AI built more units and was building cities and teching faster on hard in the early stages of the game but I knew this was irrelevant because my 2 champs were leveling up much faster than the AI counterparts and that they would singlehandedly slaughter anything the AI sent. To make the other tactics more viable I think some rebalancing is necessary and I will suggest some ways they could do this.
1) the tech tree is painfully slow and doesnt keep pace with the rate that champs develop (even on fast) - the tech tree progression needs to be much much faster to keep pace - I honestly think that tech costs should be 50% faster than fast as NORMAL setting.
2) cities don't generate anywhere near as much money as champions can from selling loot - this seems odd to me - I guess the gold represents the channelers personal funds as opposed to the GNP for an entire civ - however I feel towns should be able to generate more cash and selling items should generate less so developing the empire becomes a more necessary strategy.
3) champs seem to get big damage multiplier bonuses against groups of soldiers - I think the damage bonuses should be gainable traits (at uncommon and rare too) and they shouldnt gain any initial bonuses. Ordinary units get slaughtered by warrior champs at the moment so they don't need bonuses as standard IMO.
4) magic needs more counters because currently it dominates in a big way - I will post a separate thread on magic as it's such a big topic but some initial suggestions include:
a) spell resistance grants damage mitigation against spells (maybe each point of spell resistance gives 2% elemental resistance to all elements)
b ) allow cities to build magic defences in a similar way to buildings like hedge wall (e.g. druid stones perhaps?) which grant large spell resisance boosts to defenders c) spellcasters need to be able to grant protective enchantments that provide elemental resistance to their units - I know earth gets nature's cloak but I feel it's important enough that all channelers need access to something like this (nature's cloak could always be more mana efficient than a generic spell anyway) - the generic spells could be circle of protection (for cities) and spell ward (for units)
5) champions should have some chance of being killed if defeated and the injuries should be more debilitating too - life threatening deseases like pneumonia and gangrenous hand should be far more debilitating than they are - currently I feel there is no risk/fear in sending champs into combat as the worst that will happen is that they will pick up some trivial penalty - I realise this mechanism is more for the benefit of the AI as theyre champs get killed all the time but surely the difficulty settings could tweak the survival/death chances for champs if they are defeated. When a champ is defeated I think there should be 4 possible outcomes:
a) the hero escapes with no lasting injury
b ) the hero escapes with a minor injury (e.g. broken nose)
c)the hero escapes with a grievous injury (e.g. gangrenous hand) and gets major penalties
d) the hero doesnt escape and is killed
Anyway, this post is already pretty long so I will leave it at that for now and add more suggestions later.
What are other people's thoughts on champs? I'm pretty sure this is a common exerience, and I'm sure the devs are on the case but I thought I'd take th time to provide this feedback and suggestions anyway.