My answer would be, that champions and regular units, shouldn't be measured on the same scale at all (at least not in the end game), instead they should have different functions. I would prefer if my champions where leaders of men and slayers of monsters. So a leader type champion should be a great boon to an army, and a warrior type champion should be great for taking out even the toughest monsters, but a single hero shouldn't be able to take out entire well-equiped a
Motile
I think the bigger level disparity was a good idea and should be kept, but I agree, that the champions abilities must be adjusted to match their new levels very soon. It's one of those small things, that really kills my lust for playing.
Thanks for the overview. I was wondering about this. There is a slight error in the table and in the text, Gildens constitution is 11. And both Gilden and Paridien have a total attribute value of 34
I would say the most important issues are: 1) Stack of doom 2) Loot driven economy 3) The AI When the first two issues are solved and the AI gets an upgrade (and please change how you choose difficulty to a system where AI level, and bonuses are allocated separately), we can start evaluating all the balance issues, they are legion, but not unfixable.
MqPiffle states a rule I find myself agreeing with. The total basic amount of xp, a specific encounter yields, should be constant. That means the model I proposed on page 3 isn't viable. Luckily DexCiscos model is sound and would yield the results I was aiming for - linking xp to risk taken. DexCiscos model would make me use low-level heroes to hunt darklings, and high-level heroes to hunt dragons, instead of just having a single stack of doom, where you have spectators earning xp
I agree with every single point you make. But even though I would like to be able to create artifacts to, I would prefer if all the existing balance issues in the game where given a higher priority - Currently I feel it's more important than new features.
[quote who="NorsemanViking" reply="12" id="3064448"] Quoting LordTheRon, reply 7These are exactly the things a beta is supposed to iron out. Champions get treatment aleady in the upcoming patch. See 0.76 update thread. Well, increasing experience needed is OK, but the most important thing they should do is splitting experience between the surviving heroes in the battle. I see alot of people are suggiesting it, so hopefully they implement it. Guess it's a
I would suggest making some adjustments to the xp and leveling model. Currently I think heroes are leveling way to fast, especially at the higher levels. In my last game, I had six heroes at lvl. 10+ winning a battle where several of the heroes made more than one level from just that one battle. My suggestion would be to adjust the xp gains from a battle according to the number of levels participating in the battle. When lvl. 1. Magnar III kills a bear cub he gets 31 xp <