Some thoughts on Legendary Heroes and Fallen Enchantress in general.

Hello everyone!

 

I have put a fair amount of time in both the original fallen enchantress and the new expansion and I have a few things I feel like i can contribute.

 

First of all and most glaringly, Heroes feel super weak.

As a game progresses, your regular units skyrocket in power, especially when you get companies of them. Heroes do not scale well at all, often times being the weakest link towards the late game, so much so that i leave them at home in favor of a extra of another unit.

 

Heroes, especially late game, some pre-stocked with traits, which more or less forces you to play that hero a certain way. I would rather be able to skill them as i see fit, excluding of course special heroes(or heroes with special abilities). 

 

In tactical combat, when a unit is selected to move, it is sometimes exceedingly hard to find their move range. I wish that the color of the move range was different, or more highlighted to better stand out from the terrain. 

 

Maybe give a veteran unit some other sort of reward than simply increasing stats. What about being able to select traits for your veteran troops? 

 

Spells seem very lackluster. I've completed quite a few games where i almost completely neglected spells. Often, starting spells are more than sufficient to finish the game. Getting new spells is also a huge investment.. which leads to my next problem.

 

Can we get a spell or maybe a special building that cures injuries on the heroes? At a certain point sometimes their injuries make them useless (buying iru elixers is very very inefficient.) 

 

The trait trees are an awesome addition! I like feeling like i have more of a choice in how I build my hero! The problem i find is that there are traits i always want to get on every hero regardless ( like the +% exp rate) And I don't usually reach the ends of the tech trees (In fact, I have never reached the end of the trait tree =[) because i usually end up finishing the game via the master quest or something. 

 

Criticisms aside there are lots of things I do like!

I like the new hero trait trees (just wish they were maybe more condensed or maybe you cold get 2 points a level (with level requirements on certain traits/columns of traits) Or even more classes (instead of just mage, you could have Pyromancer(damage), Storm Mage (buffs/debuffs), Summoner(self explanatory) and maybe Healer/Cleric (healer) Or hell, you could even just put them as elemental types.

I like the new way that heroes are delivered! 

I like the quests that allow you to get a special unit for completing them! 

I still enjoy completing a quest and getting a cool weapon to use on my hero!

 

Just some 2-cents. I still really enjoy the game and i will be playing it for many more hours, looking for bugs and what have you. Happy travels and please feel free to respond I would love to have a discussion!

8,917 views 3 replies
Reply #1 Top

I still don't understand why Heroes aren't assigned to Units and fight in them....

Just debuff the Fighting ability of Heroes, (Reduce Attack, HP, Defense, etc..) but then add them cumulatively with the Unit they are assigned to. (So that the Heroes stats work with and IMPROVE the fighting ability of units, rather then COMPETE with them.) 

I mean, I've seen Surprise Resources (Essence), a complete overhaul of Prestige, the leveling system removed, encumbrance has now been taken off.... I know 60% of game development is redesign, but it seems like they have dedicated the expansion pack to redesign.. 

Honestly, putting heroes in Units would solve SO many problems, but at the end of the day, SOMETHING needs to be done. 

But what do I know? It's not like I'm a designer or anything...

 

Reply #2 Top

As a game progresses, your regular units skyrocket in power, especially when you get companies of them. Heroes do not scale well at all, often times being the weakest link towards the late game, so much so that i leave them at home in favor of a extra of another unit.

Heroes, especially late game, some pre-stocked with traits, which more or less forces you to play that hero a certain way. I would rather be able to skill them as i see fit, excluding of course special heroes(or heroes with special abilities).
End of quote

The player should get level 1 heroes that have a non-tradeable book in their inventory that increases their xp to level x.

I think that the regular units scale too much, because a group with 3 members increases the damage potential to 300 % compared to a single hero or monster and a group with 6 members increases the damage potential to 600 % compared to a single hero or monster. The scaling of regular units should be reduced:

- base stats of a group: hit points 10, accuracy 70, spell resistance 0 and dodge 0

- stats per level of a group: hit points 2, accuracy 2, spell resistance 2 and dodge 2

- every member of the group increases the hit points of the group by 25 %

- every member of the group increases the number of lost hit points with an attack (not the damage) by 25 %

- a group with 3 members would increase the hit points to 175 % and the number of lost hit points with an attack to 175 %

- a group with 6 members would increase the hit points to 250 % and the number of lost hit points with an attack to 250 %

- a group has only a single attack, but gets the second chance ability that works like backswing

- fortress upgrades do not increase the base stats of a group

- fortress upgrades unlock traits for the group design

Reply #3 Top

Oh boy this will be my first post on here.  I am loving the game btw.

  The OP mentioned something about healing hero injuries.  Isn't there a hospital as the tier 3 or 4 building for fortresses?  I like that it increases the regeneration rate but maybe we could have it cure 1 injury every 5 turns a hero is stationed there.  That way it is not a quick fix, but you can trade off not using a hero in exchange for fixing their injuries. 

 

  I liked the idea of building the hospital but I never do since I have 1-2 forts max and I always use the other two options ot increase by attack/initiative.