XP traits..

I see these XP traits each time, and everytime I see them I figure they are a must have in the start (Power play wise) and to be ignored mid-late game...

I think each time I see them, What a boring trait... Are these traits worth keeping or are they really just too boring, I find them very bland and unimaginative, and if I mod the game I would remove them instantly, Anyone else thinks they increase the fun factor?

Sincerely
~ Kongdej

3,316 views 10 replies
Reply #1 Top

I think the potential traits should be removed, only keep knowlege and boost it a little.

Reply #2 Top

They were useful in 0.92, but currently they are useless, because the Sovereign levels very fast.

Reply #3 Top

The potential traits are the best ones in the game if you get them early.  Don't pick them after level 5.

Reply #4 Top

Quoting Wizard1200, reply 2
They were useful in 0.92, but currently they are useless, because the Sovereign levels very fast.
End of Wizard1200's quote

That's exactly it.

Heroes should NOT be able to level so fast, thus making these traits useful, or at least viable choices, once more.

 

Reply #5 Top

I almost always pick Potential if I see it, the exp gain is huge. The only thing better is Strength.

Reply #6 Top

Quoting Heavenfall, reply 6
I almost always pick Potential if I see it, the exp gain is huge. The only thing better is Strength.
End of Heavenfall's quote

Not as a spellcaster, because with Spell Resistance I and II it is very unlikely that your spells can be counterspelled.

Reply #7 Top

i get them all as quickly as possible and team them up with traits that give +x/level (like +1 hitpoint per level and so on there are a lot of those) and items with similar stats (like most of the champion armor).

Reply #8 Top

The game would certainly be more fun if there were not 4-7 exp traits that you pick while levelling. Please remove most of them. Maybe leave one +10% for your squad in because it is a decision and has some gameplay.

 

Mike.

Reply #9 Top

Brilliant, general, potential 1-3, trainer 1-3, knowledge, and a number of items.  You can easily triple your experience by stacking trainers, without even using henchmen.

Reply #10 Top


I see these XP traits each time, and everytime I see them I figure they are a must have in the start (Power play wise) and to be ignored mid-late game...

I think each time I see them, What a boring trait... Are these traits worth keeping or are they really just too boring, I find them very bland and unimaginative, and if I mod the game I would remove them instantly, Anyone else thinks they increase the fun factor?

Sincerely
~ Kongdej

End of quote

 

in the modded game i play(ed since it was last patch) i balance things and it works

basically nerf exp traits and nerf a bit total exp meaning taking exp traits is a tradoff

and it works perfectly

basically if you lvl 1-3 exp traits you end up maybe lvl 10 instead of 9 (since its "exponential" its not really a big diff later in the game) but  that guy not taking any exp trait and being lvl 9 would have maybe 50% more spell dmg and 10% less mana cost which is huge

so basically its a difficult choice, like it should, if you take exp traits you are plain weaker for a bit and being  my games balanced that hurts a lot more the progression, in fact i take them only on sovereign sometimes and maybe sometimes on the lvl 1 champion if its decent to level up having him from the start is worth