Destiny's Insight (+ 25 xp) should cost 2 fame instead of 200 mana and Destiny's Gift (+ 1 attack, + 1 initiative or + 3 hit points) should cost 5 fame instead of 150 mana.
Wizard1200
[quote who="luketan" reply="46" id="3335392"]But the point is they all have the *same* potential, that's the boring part. Whether you get Champion A or B makes no real difference if they all can be leveled up however you like. What's so "legendary" about champions that are the same? Remember how excited you were in MOM to get Warrax the chaos warrior , Roland or even Torin? Each was unique. That said MOM was boring in a way that from game to game each Warrax might be a bit
I have reduced the path traits and increased the general traits that are randomly available. This should solve the problem that heroes of the same path have the same traits. The crushing blow ability of hammers, mauls, ... is replaced by the overpower ability that inflicts 50 % of the normal damage to every member in the group. This should solve the problem that heroes are not able to deal enough damage against units.
I think that such builds are the strentgh of Legendary Heroes and the AI should use them, too. Another nice combination is: - Air Disciple and Fire Disciple - Tarth - General - Commander with accuracy and initiative traits - Cast the + (essence) initiative and + (essence) fire damage on your fortress city with 2 essence - Watch how two archer units kill most enemies with double strike
[quote who="OliverFA_306" reply="43" id="3335301"]I am afraid that the overpower ability might be too overpowered (as the name says ). Perhaps a weakened version of overpower could be a trait that could be chosen by a warrior, or if you are allowing the warrior to pick overpower, place it at the end of a long branch. Maybe another solution (even complementary) could be (I am just making it up as I write) to give every champion attack and defend increase bo
[quote who="OliverFA_306" reply="41" id="3335292"]Specially for warrior type heroes. It seems logical for generals and wizards to do only 30 damag in melee combat even if they are high level, but a high level hero that can't fight against six trained units is no hero at all.[/quote] I guess the only solution would be to give hammers, mauls, ... the overpower ability, because if you increase the damage of heroes they would be too strong against other heroes.
I think Beastlord is as powerful as Warlock (+ 50 % spell damage > should be + 25 %), Warlord (- 50 % unit wages), General (+ 25 % xp) and Armorer (+ 25 % defense). The other professions are weak and should be made stronger to give the player more options and to make AI opponents with them dangerous.
[quote quoting="post"]Removed Dodge 3 Moved Rain of Arrows under Precision 3 instead of Charge[/quote] I think balancing the paths and making them more interesting is easier if you use this suggestion: https://forums.elementalgame.com/441857
The available general traits could be selected randomly for every hero to make the game less predictable and everyone happy.
Yep, the Spell of Mastery victory is currently too easy to get, because the buildings are too early in the magic tree and as soon as you have researched it there is no reason to research the other techs in the magic tree, because you have probably won the game.
It is possible to summon an Air Elemental in tactical combat if the same hero has already summoned an Air Elemental on the map. I think that it is a bug, but it should be a feature :)
I guess every instance needs to be reported, because one trait needs the other trait as a requirement in the XML.
[quote who="luketan" reply="36" id="3334875"]Not sure how interesting it would be if every champion was almost exactly the same in terms of potential, pretty interchangable = boring.[/quote] I think the keyword is "potential", because with 17 path traits, 8 general traits and 3 - 12 spell traits (depends on the number of spellbooks) like in my suggestion you have about 30 traits to choose from and that is much more than a hero can select during a single game.
[quote who="greywolf00" reply="34" id="3334830"]Completely agree, I much prefer the original FE system for heroes (both recruiting & skill leveling). Yes the random skill choices were sometimes garbage and you just picked the lesser of the given evils but it was always fresh and new. This static tree with predictable and boring choice progression is much less enjoyable.[/quote] I think the boring trait lines are the problem and not the static traits. If you have many useful option
I think a hero should start at level 2 with a selected path and to make every hero unique they should get one random spellbook and one random profession: - Air apprentice - Earth apprentice - Fire apprentice - Water apprentice - Life apprentice OR Death apprentice - Warlock - General - Armorer - Hunter - Beastlord
[quote who="joeherbert48" reply="5" id="3334606"] LESS is BETTER in that the AI never really follows any great paths of power in any of these tech tree games. Even in HOMM I was so powerful the highest powerful AI player couldn't stand toe to toe with me and the game became very boring. I personally wish no characters leveled or got traits or very minimal ones at that and they had the traits they'd mostly have and use upon creation. This would allow for a more balance
[quote who="luketan" reply="23" id="3334126"]It's be great if each champion can only choose between 2 or 3 paths and not all... Seems odd that no matter which champion they can be a warrior, mage, assasin, governer etc.[/quote] I think the champions should always start at level 2 with a selected path.
[quote who="Mtrixis" reply="1" id="3334594"]I'll say that I'm firmly in favor of less, more powerful traits. I have a personal distaste for really small incremental upgrades, I'd rather be making tough, interesting choices than taking upgrades that barely have any visible effect until you've gained 10 levels (and already have a huge stack of doom at that point, making your upgrades uninteresting for a long period of gameplay).[/quote] That is exactly my opinion, too.</
I suggested this tree for the assassin: https://forums.elementalgame.com/441609 and this tree for the mage: https://forums.elementalgame.com/441558 but after i have played a few games and read many forum posts i would go one step further. The paths in Legendary Heroes are very good, but the game has too many of them and that makes it very diffi
I do not use Outposts, because it is to easy to capture and raze them.
1. I think in LH a high level (15+) is not as important as in FE, because at every level you can select the trait you want. 3. With the Warlock profession, Evoker II and 2 shards it is possible to kill most enemies with Flame Dart, Fireball or Blizzard, but you are right that the spells are not very good balanced. For example Flamewave or Shadowbolt do not inflict enough damage and Storm should not have a casting time.
Freeze and Pillar of Flame. I think instead of getting a bonus the AI should use more strategic spells on challenging, hard, ...
In two other threads i have suggested how the Path of the Assassin and the Path of The Mage should be changed, but after reading your post i think i would go one step further: - Every trait should be selectable at every level without requiring other traits - Every trait should have only one level (Vital Strike, Evoker, ...) - Traits should have powerful effects (Vital Strike: +15% Crit. Chance and +75% Crit. Damage, Evoker: +50% damage, ...)
I think Destiny's Gift and Destiny's Insight should be changed: Destiny's Gift: Should cost 5 Fame. Destiny's Insight: Should cost 2 Fame.
[quote quoting="post"]How do you guys feel about champion progression in LH?[/quote] I think that the champion progression is very good, because it makes the General profession (+ 25 % xp) and the level 2 Air spell (+ 25 % xp) useful.