So Legendary Hereos' release date is almost upon us. A lot of good stuff has been added but some areas could use a little polish before the game ships out. Strategic faction differentiation is one area that could be improved. It has actually decreased since FE because the changes in mechanics has resulted in parts of abilities being removed without anything replacing them. It seems like this has been shoved aside because of the rush to release. Below I look at all the faction traits and try to suggest ways to balance them and make all the factions play differently. The score shows how different they would play from a generic faction with no traits.
Altar
Blood: +10% experience, Rush, Henchmen.
Heroic: Doubles quest XP
Wanderlust: Unlocks Fending Blade, Athican Longsword, Athican Armor, and Quest Maps.
Solid all around, though heroic could boost fame as well since they are the champion faction. It's expensive for 2 points. The combo of Maps and double quest xp can allow for a slightly different strategy but it's still fairly generic. Rush is a nasty bility when used right to set up chain attacks. I am confused as to how henchmen are supposed to work, they don't seem to fit LH very well. I would much rather have a way to level and use all the low level champions that I have sitting around. I reduction in xp splitting would be nice. 3/5.
Capitar
Blood: +1 Moves, +1 accuracy per level.
Civics: Unlocks Civics tech.
Legacy Of Serrene: Invincible caravans, and unlocks warhorses and Bazaars.
Lucky: +25% accuracy and dodge for units.
Taken separately all these traits are ok but I really don't like the result. Legacy of Serrene is a bastard of a trait that combines totally unrelated things, which in turn have nothing to do with the rest of the faction traits. Why no blood ability? Except for a slight propensity for rushing construction these guys play very very generic. They used to be about trading but trading and caravans got cut. See the link to my mod below for possible ideas. 1/5.
Roseln
Blood: Wraith Touch, +20 Dodge, -1 hp per level.
Adepts: Unlocks Shard harvesting tech, + 40 mana.
Useful if your going to be using a lot of magic right of the start. Would be nice if it was relevant all game.
Binding: Spawns bound elementals from shards.
A strong early game ability that becomes much weaker mid-game. Should scale into late game better.
Death Worship: Allows you to convert shards to death shards, unlocks tactical spells.
Very very powerful. Mid to late game you can nuke entire armies using Dirge + Corruption with ease. Nerf Dirge.
No Armor: Can't equip troops with chain or plate.
The faction that specializes in using non-standard units. They can get away with building very few normal troops when properly played. Wraith touch is a little weak. 4/5.
Tarth
Blood: Double Strike, +3 attack and initiative in armies smaller then 4.
Archers: Unlocks improved bows that cost no metal.
Good but not exactly OP. Maybe include a small accuracy or initiative bonus.
Scouts: Ignore rough terrain and monsters.
Stealthy: Monsters are less likely to attack your units.
Rebels: +10 unrest.
They should build a lot of archers, and can sometimes avoid monsters. I would like to see rebels be switched to boost the unrest penalty from cities instead of being straight up. That would make them be a tall civilization instead of being generic. I don't think I will be throwing too many of my troops against forces that vastly outnumber me in order to use their blood trait, since you can't retreat and all. 2/5.
Kraxis
Blood: Fortify, +8 defense when under 50% health.
Betrayers: Gives the Divided Loyalties spell.
Defensive: +10 Accuracy dodge and defense per city level, unlocks bronze shields , and one-handed spears.
With the move to 3 base faction points there is no reason for one-handed spears not to be it's own trait again. Also Defensive is a very boring trait that rarely comes in handy or even gets noted. How about instead of a stat boost it unlocks City Walls, which are a unique defensive improvement for Conclaves and Towns. Making Krax unique in their ability to fortify non-fortress cities a bit. Wow Betrayers got nerfed hard. It really needs to get buffed somehow. It used to be so interesting but not anymore thanks to the new champion system. As a unique strategy I could lure enemies into attacking my cities, or maybe I won't. 2/5.
Umber
Blood: Double Swarm, +2 attack in groups of 5 or larger.
Assassin's Tools: Unlocks Vial of poison, Skath Claw, and Scimitar.
Scouts: Ignore rough terrain and monsters.
Stealthy: Monsters are less likely to attack your units.
Tarth with swords instead of bows. The blood skills is nice but you never have to think about it since you always want a large army and swarm anyway. Just drop the group ability for a special attack. See the link to my mod below for possible ideas. 1/5.
Yithril
Blood: Berserk, +2 attack when under 50% health.
Axe Mastery: Unlocks improved two handed axes.
Warriorcaste: Units +1 level.
Warriors: Unlocks Training tech.
Tough: +10% hitpoints.
No Ranged: Can't use bows or magic staffs.
They certainly get a lot of tough melee units. Warriors is a waste of a trait. I don't like their new blood ability, it's a worse version of Rage. Boost it to under 75% at least or else replace it completely. They do play a bit uniquely although that may be just in my head as while they get tough units there is no real reason for you to actually use them differently from any other team. 2/5.
Gilden
Blood: +1 Hit Point per Level, the Guard Strike ability, +30 to Spell Resistance but tactical spells cost 50% more. Golems.
Great hammers: Unlocks War Club, Sledge, and Warhammer.
Mastersmith: 50% off equipment production and upgrades. Unlocks Golem shield.
Hammers are nice but not strategic. Cheap units and upgrades are nice although I have a hard time coming up with a strategy centered around it. Golems are cool if UP and expensive. 2/5.
Pariden
Blood: Shards boost unit stats. Soul Charge.
Enchanters: Unlocks Sindran and Lethe staffs and allows you to create Arcane Monoliths.
The Decalon: Unlocks Spell tomes and Arcane Monolith spell.
Sould Charge is a little expensive. It also does pretty much the same things as their staffs except worse. Their staffs are pretty weak or super super late game anyway I guess. Some lighting rings, amulets, and beginner magic staffs wouldn't hurt. Arcane Monoliths is a nice strategic spell that allows them to play differently. To bad the AI doesn't use it. 3/5.
Magnar
Blood: Slaves, Flame Tongue, +50 Fire and -50 Cold Resistance
Flesh Bound Tome: Unlocks sacrifice spells, Candlecloak and Scarstones.
Slavelords: Conquered cities send a quarter of their lost population to capital, Killing a humanoid grants 1 pop in nearest city.
Another faction that has slowly been degraded by mechanical changes to the game. They used to be among the most unique in the game thanks to Slave Lords. Now Slave Lords is a pretty ignorable boost to pop since now food is the normal constraint. Although I guess that's more then Yithril gets as a reason to actually attack other players. 3/5.
See my Faction Trait mod here for some ideas, especially for Capitar and Umber.
Also see my post here on some racial unit trait ideas.