Hey,
First, I have to say I enjoyed the changes that have been made in beta 3 so far. Even if the game still needs major balance/polish to be a challenge, the things they changed are clearly in the right direction. Like someone said earlier, we can only judge SD on what they actually changed and not on what is still to be changed! The new weapon’s concept is great; I also like the end of attributes and the new skilling system. All of these still need balance but the concepts are right.This being said, after playing 5 full games with challenging AI, large map, all factions on and winning 3 by conquest without even building troops (or well I build couple of them but didn’t use them) and 2 with trying them (but they still were kind of useless), here are my suggestions to improve the feel.
- Link armor, weapons and magic progression to hero path. Mages should be limited to robe, assassins to robe-LA, warrior to robe-MA while defender can wear all armor. Same for weapons (mages shouldn’t be using 2 handed mauls no?). On parallel, mage can be all magic lv, governors 1-4, assassins 1-3 and warrior and defender 1-2. This way, less open choices and more decisions. This way, no more mages in HA destroying the map with spells or assassins in HA having incredible DPS (and unbeatable defense). Now, path choices will really mean something and can be done according to items found, number of nodes, play style etc…
- City need defense mechanisms! Yes, all strategy games out here (CIV 5, AoW, MoM, Homm, Stronghold, tower games, mount and blade, paradox games: all of them even FPS ones!) have strong defense mechanism for cities. I think this is one of the biggest problems right now. 1 hero shouldn’t take a whole empire alone fighting vs pesky militias. One AI peon army (like 3 peon’s creeps) shouldn’t take my capitol backdoor…Once a war is declared; cities fall so fast that it isn’t funny. No need to plan an attack or a defense, just need to rush your hero and hope they won’t send peons backdoor (will take 1 or 2 useless more turns to finish the faction). Here, I would suggest a ballista that can be upgraded with each wall level/research. This ballista, at lv 1, could deal major dmg to basic troops with no defense (peons, archers/spearmen etc.). With more walls, it will become more and more powerful, scaling with the quality of troops and heroes. If a ballista deals 15-20 dmg to my lord every round, my lord might die vs 3 militias in the 3 turns it will take him to kill these creeps: I will need an army to back him out!
- Troop scaling. This needs to be balanced. It’s not normal to produce lv 3 units or summon lv 6 elemental while my hero is lv 7-9 or 15…Why should I bother producing these at the end of the game, when all heroes are packed with items and double their levels? Making more lv raising buildings would scale troops with the hero’s progression and would be a major incentive to win the research/building race! Stronger troops would also make magic meaningful (better fireball these by far or mass curse these lv 9 spearmen then face all of them with one hero auto hitting).
- Magic items balancing: major items (like sword of the fiery divine atomic intervention) should only drop from bosses. They are game changers and finding one means the end of the world. And yes, without these, it would be impossible for a single hero to down a zone’s boss. A party and eventually an army would be needed, like it should (I mean only a half-god should be able to kill a dragon or a boss alone not a lv 10 hero…).
- Quest balancing: same then magic items. Getting panca archers means the destruction of all AI peons’ armies.
- Weapons, armor, research and city production: I like the general feel of the concepts, even if the whole needs some balancing of slight changes. Like many say, all basic weapons should be basic research. Yes, every faction should start with peons but the 2 first military researches should be wood weapons (bows, shield, spears, sticks, clubs etc.) and metal weapons (axe, sword, dagger, hammer etc.). The rest of the system may remain the same. It’s not a problem if it takes times to research better versions of swords or axe or mounted combat etc later in game. It’s just bad to have spearmen and maybe defenders at the time your hero have lv 5-lv 7 magic items. This is a very important balance change, in my opinion, which would make troops viable right from the start and counter the why should I need to build troops?
These changes would bring lots of balance and more decisions to the game. In my opinion, the city defense mechanism is the most urgent change needed and the only essential one to make the game really compelling. I think, like many others that the expansion pattern needs some love too but not that much. Often, when the AI expands properly in challenging, it’s rare to be able to build more then 3-4 cities (lots of outposts yes but they only bring territory control). With proper defense mechanism, destroying whole factions in 5 turns and leaping from 4 cities to 8 or 9 in a second won’t be possible anymore in early or mid-game. A war will turn around taking maybe 1 or 2 cities and fast expansion might only happen in late game, like it should. Most wars will last long and might even finish inconclusively by the destruction of outposts here and there. Diplomacy will now have some meaning. After a 20-40-50 turn war with no major fronteer changes but major economic consequences, peace might be the solution for all parties no?