[LH][0.9] Analysis of Factions

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.

19,673 views 23 replies
Reply #1 Top

Reserved

Reply #2 Top

Good post.

 

Again, I think the development team made a mistake not using traditional fantasy races.

 

The lack of differentiation really shows, with all races playing similarly and no real unit differentiation.  

 

It's my biggest gripe with LH - that and NO DRUID HERO

Reply #3 Top

Why no blood ability?
End of quote

Capitar Pioneers can build roads. It isn't mentioned anywhere, and isn't useful to anyone but Capitar (or a custom faction with Mancer blood), but they do get a blood ability. Perhaps it should also grant a 'hire mercenaries' ability to champions, so that it's at least useful to non-Mancer factions? Get a unit of Silver Sword Mercenaries or something for a small amount of money?

Warriors is a waste of a trait.
End of quote

I really wish that this and Warrior Caste would be combined. Together, that might be a fairly decent trait. Separate, they are at best passable but uninteresting. The other issue is that the tech-granting traits seem a little odd compared to one another - Adepts and Scholars both grant secondary bonuses (40 mana and 10% research boost, respectively), while Civics and Warriors grant nothing but the technology (at least according to the tooltip). Improving the Civics trait by, for example, adding a 10% income bonus, or a 5% faction-wide unrest reduction, or +1 production per materials, would help make Capitar a little more unique (especially the income bonus; when taken with the Bazaar from Legacy of Serrane, this would really make Capitar the money faction). If Civics got one of the bonuses in the previous sentence (or any other bonus; also note that the specific numbers given above were just things I made up rather than thinking about what might be reasonably balanced), and Warriors were combined with Warrior Caste, none of the tech-granting traits would be significantly superior to the others any longer.

Yithril would probably need to get something additional, though, because I don't think that Training and an extra level on trained troops is really worth two faction points, not now and not later. Tough or Axe Mastery could perhaps be made better enough to justify costing an extra point (for example, if Tough gave +10% fire, cold, and poison resistance in addition to +10% health, or something like that), or someone could come up with another trait worth one point (such as Conscription, X% discount on unit wages, production cost, or rush cost).

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
End of quote

I'd support this. I also agree that the stat bonuses rarely come into play. Perhaps the stat boost could be worked into the city walls, and grant fortresses slightly better walls?

(Urxen) The blood skills is nice
End of quote

More like it's overkill - you get double swarm bonus, which encourages using big armies, and you get a bonus simply from having a big army, regardless of how well you can swarm. It might be better if they had a significant drawback like Resoln's lack of advanced armor, but either way everything the blood trait does is designed to improve big armies.

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.
End of quote

I agree that Tarth's blood trait needs a rework - either it also needs to grant the ability for individual units to escape the battlefield, or it needs to be changed to something else entirely, because in Legendary Heroes there is not really any good reason to make use of small armies if you can use a larger one instead (and, in fact, all the game mechanics aside from Tarth blood will punish you for it). Three attack and initiative might have been enough to turn Tarth into an early rush faction, but city militias are about the size and strength of early-game field armies, and if there's an actual army present in addition to the militia that extra initiative and attack isn't going to do much for you anyways.

Tarth Blood feels especially weak when compared to Urxen Blood, since Tarth Blood encourages something that the game mechanics fight against while Urxen Blood encourages something that is already strong due to the basic game mechanics.

Also agree about changing the Rebels trait to encourage a tall faction.

I agree that Betrayers lost a lot when champions dropped off the map, and that Heroic and Slave Lords are a bit expensive for what they do for you.

Reply #4 Top

Resoln: Wraith touch scales with level and number of troops. When you will hit 60 dmg with a wraith touch later in game (healing your unit for same amount) don't say is weak :) Sure is not awesome, is just a good utility (or dmg vs high armor units when you would do very low damage with normal attack).

Tarth: it fits them to stay small being a small fraction of rebels (hence the penalty to unrest). The racial bonus isn't amazing, but it helps early game, wouldn't say useless. Regarding their archers - they completely rock the house mid / end game, because by that time you have enough accuracy to bypass the double strike penalty, so dps wise 2 archer groups = 4. When you get them to 100+ atk and 50% armor pen, they completely wreck, 1 shotting things like no tomorrow.

Procipinee: as of 0.9 I had 2 games where she used (not abuse) the arcane monolith. True AI won't abuse the spell as a player would, grabbing territory as you explore to ensure later settling / constructions / resource harvesting. I wouldn't want to play on higher diff levels vs a pariden that would do that, prolly by mid game they would be unbeatable controlling 80% of map :)

 

General opinion: each faction for me plays different, I can't copy tactics I use with one with another and have same success. Each faction has a different start research wise as well. I don't think their racial traits should change them to the point where you have to re-learn the game each time you play a new faction. The diversity is there, but it doesn't play a major role - good design decision. I don't like opposite spectrums like they made in heroes 5 for example, with dungeon being super burst damage super speed but very frail, while necropolis was very tough, very slow, very weak damage wise. This gets boring fast since severely limits your options when playing a faction. I don't want that to be the case with LH (look at heroes, you can make them any class you want and they will still be powerful, there is no such thing as Ceresa can only play caster or is screwed, or Relis is a commander or warrior otherwise he has to sit in town). Each faction has their flavor, that adds something to gameplay, while not being completely broken on the other hand.

Sure resoln and kulan have an early advantage with summons and beasts. Then midgame this shifts to other factions that bloom later (altar, pariden etc). They did a pretty good job with it and personally am pleased with the result. Of course wouldn't mind some tweaks if they don't completely change faction feel & play.

 

Reply #5 Top

I think the faction should have ONE powerful blood ability and ONE powerful general ability. A few examples:

 

Pariden:

Soul spark (inflicts 3 + 1 per level lightning damage per unit, no mana cost, 3 turns cooldown)

Enchanters (unlocks the arcane monolith spell, unocks ranged lightning staffs that improve the damage of lightning spells)

 

Tarth:

Double strike (two attacks with - 15 to accuracy, 3 turns cooldown)

Scouts (unlocks powerful bows that cost no metal, heroes and units ignore rough terrain)

Reply #6 Top

Why do you feel 5 turns is not a decent cooldown? It helps to balance abilities easier since all share same cooldown. If you would give some 3 instead of 5 cd, we will argue until end of world which ones should deserve 3 turn cd and which 5, and some will end up more powerful than others.

Soul spark is fine and so is double strike. Either of those having less than 5 turn cooldown would become op mid-end game (already - IMHO - double strike high end archers are on the border of being OP for tarth).

Reply #7 Top

Quoting Anelyn, reply 6

Why do you feel 5 turns is not a decent cooldown? It helps to balance abilities easier since all share same cooldown. If you would give some 3 instead of 5 cd, we will argue until end of world which ones should deserve 3 turn cd and which 5, and some will end up more powerful than others.
End of Anelyn's quote

I think all abilities should have a cooldown of 3 turns to use them more than once per combat and make the combat more interesting.

Reply #8 Top

Am curious how comes your combat lasts only 3 turns. Heck I even have fights that go for up to 20-30 turns. The combat is interesting as it is for what the game wants the tactical phase to be, it doesn't need to transform into ability spam.

Reply #9 Top

Quoting Anelyn, reply 8
Am curious how comes your combat lasts only 3 turns. Heck I even have fights that go for up to 20-30 turns. The combat is interesting as it is for what the game wants the tactical phase to be, it doesn't need to transform into ability spam.
End of Anelyn's quote

The combat in my games lasts 3 - 8 turns, because that is enough time to kill most enemies with attacks or spells. I think an "ability spam" is more interesting than using standard attacks every turn.

Reply #10 Top

Would mind telling me on what difficulty setting are you playing and in what part of the game (early game, mid game, late game) this 3-8 turns vs enemies of similar or higher strength than your party happens?

Reply #11 Top

Quoting Anelyn, reply 10
Would mind telling me on what difficulty setting are you playing and in what part of the game (early game, mid game, late game) this 3-8 turns vs enemies of similar or higher strength than your party happens?
End of Anelyn's quote

I am playing on hard world difficulty and hard AI difficulty, because i do not like huge AI bonuses. The fights vs. enemies of similar or slightly higher strength get shorter from early to late game, because the spells and attacks get more powerful and the AI is in most cases not able to counter them.

Reply #12 Top

A few additional examples:

 

Resolin:

Wraith touch (inflicts 3 + 1 per level damage per unit and heals the caster, no mana cost, 3 turns cooldown)

Death worship (unlocks bound elementals, unlocks the dirge of ceresa spell)

 

Gilden:

Guarded strike (inflicts 75 % of the damage and the unit remains in the defending stance, 3 turns cooldown)

Mastersmiths (unlocks golems, the production cost of weapons and armors is reduced by 50 %)

Reply #13 Top

hmm i don't like the idea of rolling the faction traits into the blood. one of the unique features of this game is the option to make custom factions based on various traits that were used in the default factions. if you roll many of the traits into the blood, you reduce the variety of possible custom faction combinations.

the ability cooldowns are fine imo. with 5 turns cooldown, you'll realistically only use your superpowers once per battle (which is true for about 90% of all battles), so deciding when to use it is an important decision. do i charge with my axemen and cleave the enemy line on turn 1, hoping that they will be wiped out or crippled to the point where their retaliation is harmless, or do i try to get the enemy units out of defense stance first by setting up my own line of defenders while circling around with my axemen and then cleaving them from the back when they are helpless.

by lowering the cooldown, that decision is less meaningful.

Reply #15 Top

Concerning Gilden:

 

I have actually come around to believe that Gilden Blood (the traits the Gilden faction comes with not so much) may very well be among the strongest boni available for custom races.

This has a couple of reasons:

 

1: Excluding your Sovereign, most spellcasting will come not people with Gilden blood anyway. Getting a free endurance trait backed up by other endurance traits coming from level 3 fortresses is however, quite huge.

2: Guarded strike is suprisingly powerfull. On insane difficulty, it gives you a fairly decent chance to actually kill things like Mite Mobs and darklings without suffering permanent casulties.

3: Iron Golems can in fact be quite usefull, certain stuff with overpower on insane, or Yithril, really requires Iron Golem to deal with in an efficient manner.

 

Concerning traits:

The in my opinion strongest traits are enchanters (the extra essence is just huge), defensive (one handed spears are even better than spears are normally), lucky (effectivly 2 promotions for everyone).

Honorable mention goes to master scouts (mobility is always nice), and Wanderlust. Fending blades are actually quite usefull (especially for Gilden), and Wanderlust also eventually offers a way to turn Gildar into experience.

The by far weakest traits are those that give extra techs at the start.

 

Reply #16 Top

Quoting Ronin313, reply 2

Again, I think the development team made a mistake not using traditional fantasy races.
End of Ronin313's quote

 

Wrong.. wrong, wrong, so wrong. Orcs and dwarves and yes.. probably dark elves with purple armour...  so generic, and would probably still have the same differentiations between their factions as the current ones do gameplaywise.. only they wouldn't be uniquely elemental, even if they went with some outlandish designs for their dark elves, say like purple and black armour instead...

Reply #17 Top

Quoting Mightypeon, reply 15


The by far weakest traits are those that give extra techs at the start.

 
End of Mightypeon's quote

 

Not if you're playing on an Epic length game, having a faction with a couple starting techs could mean you get up to 100 turns head start compared to everyone else, that is huge.

Reply #18 Top

The problem with Yithril is that they have gotten too many abilities that make their units tougher, because they are a warrior faction. They have a weakness so they get a lot of traits and this has crowded out Warriors and made it unimportant. Why does it matter if it is pointless because they already have good 3 traits. Warriors should really be replaced with something aggressive but not associated with units at all. Something like Pillage which would give them resources for destroying improvements and armies. This would also allow them too pursue super aggressive strategies other factions couldn't.

I always thought a reduction on improvement build times would fit Civics.

Quoting Mightypeon, reply 15
I have actually come around to believe that Gilden Blood (the traits the Gilden faction comes with not so much) may very well be among the strongest boni available for custom races.
End of Mightypeon's quote

Oh I agree they are among the strongest factions, but that's not my point. Their bonuses don't make them play all that unique. Paying less for unit equipment might allow you to field units with lots of equipment but other then that they play like a generic faction.

Reply #19 Top

i think the "warriors" traits should be changed. instead of the rather weak "Training" tech for barracks, it should unlock "Leatherworking" instead, which is way more powerful early on. the option to build a barracks without research is "meh", the ability to build units with leather armor and shields right at the start without wasting 15 turns of research is far more valuable and probably good enough to warrant picking up the trait for an "early rush" type of race.

in a similar vein, "civics" could unlock the free tech and also provide a lasting bonus (for example, +10% gildar income, or +1 production per material - much like scholars with the lasting research bonus on top of the free tech)

adepts could also give a lasting bonus to mana production (for example, 1 extra mana per shard improvement) instead of the one time 40 extra mana at the start.

that would make those tech based traits more desirable, imo.

 

 

Reply #20 Top
Fall from Heaven mod (for Civ4) has wonderful variations and distinctiveness between the factions. Might they port some of that into EH?
Reply #21 Top

opps

Reply #22 Top

Quoting ElanaAhova, reply 20
Fall from Heaven mod (for Civ4) has wonderful variations and distinctiveness between the factions. Might they port some of that into EH?
End of ElanaAhova's quote

I haven't played it but I have heard that all the races play very differently. LH has good tactical diversity but not a lot of strategic diversity right now.

Reply #23 Top

I believe that is not really related to factions, but to number of Victory Conditions available. Look at Civ 5, there's plenty of ways to achieve victory, and fit various playstyles and challenges.

This adds a lot to strategic diversity since you can't use same skeleton for your faction to achieve different victories.

I would like to see a VC where you have to conquer all wildlands for example, to civilize the world or something :)