Quoting cpl_rk,
reply 51
It has to be able to, or heroes are worthless. You can't produce them. They take a long time to level, and the items are expensive as hell to equip them. If you lose them, that's it. Comparatively if I lose the stack of 8 random guys with hammers, I can just go make another one.
In this game you don't need to produce heroes; you can more easily buy them. I've got so many heroes, the only thing limiting me is the gold to buy them. Most of my heroes sit in cities and generate revanue.
Crystal is a highly limited resource, 400 is a huge chunk when you've spent 100/200 turns racking up 1600/2000 crystal or so .. any squad that costs 1/4 of your entire supply is huge. If you lose an channeler, just imbue another one, but if you lose a squad, that cost you 400 crystal. Realistically, you'll only have a handful of these in a large map game. 2k is lot of bucks, whether you're equipping a hero or troop. Gold certainly doesn't fall from the trees, though it is fairly easy to get 100/150 gold a turn by turn 300/400 with city spam. And, heroes are not the only units that level up, so do squads. A 12th level horse archer that cost me 400 crystal is just as important as any other hero to me except the sovereign. From my perspective, squads are just a larger group of "heroes" in this game.
Squads that don't use crystal, elementium, or very little metal are "cheaper" in relation (8 random guys with hammers), sure, just as certain champs are cheaper to buy & just get stuck in towns to increase productivity or whatnot, and it wouldn't be as much a pain to lose one whether it's a champ or squad.
In my opinion the bottom line is balance. As far as hero-vs-squad balance goes, I'm happy with the balance as is. But, I'm not happy with the other things I mentioned: the "type-vs-type balance" in post 39 and the tactical battle "scale" being completely out-of-whack in post 51.
Plus, I disagree with those players that say that kick-ass champs are not possible in this game. It just takes a verrrry long time, as it should. With 900+ turns you can turn out a hero with 25 level ups. Now, equip him with an unlimited supply of stuff from the item shop, 15 or 20 of those +1 strength/speed/dex potions or books you get from goodie huts. A player can easily (well, maybe not so easily) crank out a guy with 80+ HPs, speed 20, attack 60+, def 66+ making him near-invulnerable by turn 900ish.
Should *any* guy be completely invulnerable? Hell no, otherwise the game, any game, would be broken. My 16th level horse archer that I spent 400crystal and 2k bucks on should be able to kill this guy in a couple of rounds, conversely this superman guy should be able to inflect a hell of a lot of damage in those 2 rounds with spells, perhaps in combo with another channaler be able to kill my horse archer, but not before I've done significant damage with that horse archer. Two well balanced armies with 12 units, one with 4 channelers and the other with 2 channeles but 2 extra horse archers, should be roughly 50/50 if the only thing different were two extra channelers on one side and two extra horse archers on the other (assuming roughly equivalent high level experience). The problem is, though, the tactical game is broken because whoever moves first will win in the scenario above, so it doesn't matter.
My method of play involves speed & efficiency (the "blitzkrieg" approach works very well across most strategy games & generas in general), so I've never seen a hero like that because I've always won by the 300/450 turn range. But, I know that players create heroes like that because I've read about them in other posts. I've never been a big supporter of the "super unit" strategy (in general), I'd rather have multiple strong smaller units (tanks, ships, spaceships, etc) that kill the big guy ... a swarm of army ants kills the elephant ... In a well designed game this is usually the case, games with an "invulnerable" super units that have no counter are usually always broken.