Opinion and suggestions on balance and heroes:

After playing around: the XP changes introduced in the latest patch- challenging has become a cakewalk for me difficulty-wise.  (I always play on challenging because I hate cheating AI's one way or the other, and I also believe it's the difficulty the game is intended to be played at)

 

A +damage/level weapon is almost an instant win button right now.  I'd suggest those items need to be nerfed.

 

I think weaker heroes make for a tougher game.  Right now it's too easy to get a steamroller.  It also devalues the late-game hero recruiting techs.

 

Also, I think the game needs to spawn some random heroes over time , as too many of them are killed quickly.

 

My suggestion : starting on every turn after x, give a y% chance of spawning a hero on a random unclaimed tile.  Maybe adjust location based on who is losing.

 

Also, prestige should increase the cost of heroes, as another balancing mechanic.

 

 

3,664 views 8 replies
Reply #1 Top

This is all good stuff. But I would cut down on base heroes before introducing spawning ones. there are already too many of them.

Reply #2 Top

Quoting Nehanski, reply 1
This is all good stuff. But I would cut down on base heroes before introducing spawning ones. there are already too many of them.
End of Nehanski's quote
I agree, there are already too many champions, and they are way to powerful.  Adding more would only make it worse.

Reply #3 Top


After playing around: the XP changes introduced in the latest patch- challenging has become a cakewalk for me difficulty-wise.  (I always play on challenging because I hate cheating AI's one way or the other, and I also believe it's the difficulty the game is intended to be played at)
End of quote

 

Challenging has never been challenging in FE, at least yet.  Try a harder level, and be sure to crank up the difficulty level of the AI players.  Try for denser monsters, too.


I think weaker heroes make for a tougher game.  Right now it's too easy to get a steamroller.  It also devalues the late-game hero recruiting techs.
End of quote

 

I've never gotten an extremely valuable hero without having the appropriate magic tech that allow me to grab level 9 champions, first.  So I'm not quite sure what you mean.  By the time you acquire that tech, you should be far enough along that such champions fit into your armies.

 

Also, I think the game needs to spawn some random heroes over time , as too many of them are killed quickly.
End of quote

 

But they can't be killed.  They come back with various penalties.  (Unless you're referring to stationary encampments of as-yet unaligned champions.  And that really doesn't fit your argument.) 

 
Each to their own, but I like the sparse sprinkling of champions across the landscape.  Aside from your leader, they're the most valuable units you've got.  Getting too many of these would be a cakewalk.  Still, if you want more, just take the Betrayers trait.  Then you can hire on champions from both the kingdoms and the empires.

Reply #4 Top

The heroes that are out in the wilds can definitely be killed, and most are by around turn 100.   Champs can't be killed once they're recruited, but before they're recruited, they often die off fast.   By the time I get the lvl 7-9 hero techs, there aren't any heroes left, so why bother with the techs above heroes.

 

That said, having fewer heroes spawn at the beginning, then having higher lvl heroes spawn over time at random, might be a better idea than what I originally suggested.

 

My idea for a formula: each turn x% chance with modifiers for map size and number of hero techs discovered

Faction of hero would be a formula of power level percents * hero techs researched by faction percent

Level of hero would be a function of hero techs researched

Placement of hero would be on any random no-resource tile, with weight towards the weakest factions.

 

Betrayers trait is massive esp with wealthy.

Reply #5 Top


I disagree with the ideas.  Bumping attack values on weapons (question is how much)  but even a small boost makes units way better than champions.  There is a careful line of balance. 

 

Even though I don't care too much for wealthy / betrayers.  I don't like prestige increasing costs.

 

 

Reply #6 Top


Problem is in the leveling, imo. It's way too fast at the moment. As soon as mid-game monster spawns and random events start coming up in beta 5, heroes are going to become unstoppable. It need to be curbed back down.

Reply #7 Top


 

Also, I think the game needs to spawn some random heroes over time , as too many of them are killed quickly.

 

End of quote

 

 

this is a old and never solved problem

in many situation heroes just disappear too fast, killing them is easier than reaching the tech to hire them(+ gaining the money) but in general i dont see many reason for having this unbalanced competition over them

 

if they could only be hired but not killed at least you would have someone spending a lot of money for a lvl 9 leaving other lvl 9 free for some time etc

 

well dunno i dont see a easy solution, maybe the old suggestion of inn with N heroes to hire is still the easiest way to do it

Reply #8 Top

I agree hero's have become way too powerful.  In my last game I was able to get a Warg or Horse for each of my heroes and add the Tireless March - they could move 6 spaces a turn which allows them to roam the map very quickly to go to any area where a problem may arise.  Plus the use of roads means it takes a few turns to get anywhere in my area.  I can even scout an enemy by using their own roads.