[suggestion] city enchants should come at higher levels

well i was thinking about this and i came to the conclusion in the title

why ist that?

-lack of strategy

enchants are just nobrainer, you start the game, settle and  the FIRST thing you always do is full enchant your city

there is no con, there is no thinking, more research and productioon is such a good bonus it hurts, and more mana helps too in case

you just do it, there is no choice, no fun in it

-no need for additional mana

this is not always 100% true, sometimes you need it yeah but its the usual major flaw of the game, melees are too good and you dont really need casters that much

at start you face only light hitting things with few hp that you can kill just meleeing 90% of the times

or anyway you keep your distance from what you thnk can hurt you and kill it later saving mana

there is always a way to not use mana in fights, which is a major flaw of the game and is really bad

but most of all it cause enchants to not alter much the fighting power early levels

-snowballing of cities

enchants are very very good, and make cities snowball so whatever you spent on them you get it back with interests too soon

-lack of specialization

one of the problems of game is that too many champions can do too many things

being enchants so good it would be much much better if they come with only specialized champions, or even after you level them up, not just free at lvl 1, meaning everyone has everything which is unfun

-high level spells are quite bad

most of high level spells are bad or just not needed, i mean they could be useful but you get them so late you have already won most of the times, you dont *NEED* them

 

thats why i think a easy solution would be to move enchants a bit further in the magic school reducing the snowball effect and maybe balancing more end game

also like exaplained it above maybe at that point of the game you are in need of mana

so since the snowball would be much lower the player would face a choice:

do i enchant cities making them stronger and helping later in the game or do i keep mana for the hard fights that could happen?

what should happen is that the player SACRIFICE a small bit of fighting power in the present to have a better future

2,188 views 3 replies
Reply #1 Top

The choice comes in that you only have limited enchant slots so you need to decide which ones to put on the settlement. Enchantments like inspiration are obvious no-brainers in the current beta but it's likely to revert to +1 research per essence.

I'm hoping Derek and Brad look closely at all the spells over the next few weeks.

Reply #2 Top

well ok you have a point, once all the enchantments are balanced there will be a choice

 

but still i feel its too cheap magic if every champion/sovereign allow to do it

 

ofc it would be the same to have some magic school removed from champions and sovereigns, dunno

Reply #3 Top


I love this idea.   At the moment, dropping your city enchants at the start of the game isn't a decision per se, so much as it's one of those mandatory things you have to do (like hotkeying productions facilities in a RTS) lest you fall behind.  It would also have the added benefit of making a cities starting essence less of a deal-breaker. As it stands now, starting on a plot with 3 essence is almost an auto-win over a player starting with only 1 essence.