Balanced professions and talents

I think the the beta of Fallen Enchantress is great, but the balance of some professions and talents should be improved:

 

PROFESSIONS

 

Assassin (old): + 3 % critical chance and + 50 % critical damage

Assasin (new): 100 % critical chance against uninjured enemies

 

Adventurer (old): The sovereign starts at the 2nd level

Adventurer (new): + 25 % XP and the sovereign starts at the 2nd level

 

Bandit Lord (old): The sovereign starts with two bandits

Bandit Lord (new): Should be renamed to Bandit, + 25 % attack against humans

 

Master Merchant (old): + 3 gildar per season and - 25 % to unit wages

Master Merchant (new): Should be renamed to Merchant, + 25 % gildar per season

 

Warlord (old): The sovereign gets 10 % of the champions XP

Warlord (new): - 75 % champion recruitment cost

 

Scholar (old): + 2 research per season, + 2 intelligence

Scholar (new): + 25 % research per season

 

TALENTS

 

Attunement (old): + 1 mana per season, the sovereign starts with 40 mana

Attunement (new): + 1 mana per season per level

 

Hardy (old): + 2 constitution, - 50 % damage from poison

Hardy (new): + 1 constitution per level

 

Quick (old): + 3 dexterity, + 1 initiative

Quick (new): + 1 dexterity per level

 

Diplomatic (old): + 20 % to the percieved value of trades

Diplomatic (new): + 25 % to the percieved value of trades

 

Tactician (old): Works on the army and the character, the initiative is increased by 1

Tactician (new): Works only on the army and not on the character, the initiative is increased by 2

 

Might (old): + 1 attack per level

Might (new): + 1 strength per level

 

Scavenger (old): + 100 % gildar from combat

Scavenger (new): + 100 % gildar from combat and the sovereign starts with 75 gildar

 

Wealthy (old): The sovereign starts with 150 gildar

Wealthy (new): Removed

 

Arcane Archer: New talent, + 25 % attack and + 1 initiative with ranged weapons

 

Natural Leader (old): - 50 % champion recruitment cost

Natural Leader (new): champions get + 25 % XP and a level when they are recruitet

3,842 views 8 replies
Reply #1 Top

Are these your new suggestions? And if so could you please add what the trait was and after that your suggestion. Makes the discussion easier.

Reply #2 Top


You should really break those up into professions and talents. As the profession can only be selected once and as such is allowed to be stronger than talents that can be taken up to 6 times. That said.. many of your tweaks are either already in the game (acrobat +1 dex/level) or just seem to be adjusted for the sake of adjustment. Merchant for example is fine the way it is. I agree with Assassin and Adventurer. Starting at level 2 is.. meh. Bonus critical hit damage is nice, =but= since critical hits are so incredibly rare even with 50+ dexterity I'm not finding it to be all that spectacular.

 

Tactician is 'kinda' bugged. In that tactician only works if you are the leader of the army. This could have been intentional as they didn't want to have  9 champions all with tactician.. but it seems like something that should work only once rather than requiring the actual leader of the army have the trait, since the champion with the ability does indeed gain the initiative bonus.

Reply #3 Top

I agree about the removal of wealthy. That's a terrible talent.

Reply #4 Top

Quoting CdrRogdan, reply 2

You should really break those up into professions and talents. As the profession can only be selected once and as such is allowed to be stronger than talents that can be taken up to 6 times. That said.. any of your tweaks are either already in the game (acrobat +1 dex/level) or just seem to be adjusted for the sake of adjustment. Merchant for example is fine the way it is. I agree with Assassin and Adventurer. Starting at level 2 is.. meh. Bonus critical hit damage is nice, =but= since critical hits are so incredibly rare even with 50+ dexterity I'm not finding it to be all that spectacular.

The reason for my tweaks is that many professions and talents do not scale with the game. For example + 1 mana per season and 40 starting mana is nice at the the beginning of the game but the talent is not very useful at the late game.

Reply #5 Top

I think some of them are meant to not scale. They are meant to give you a big advantage at the beginning of the game that you have to leverage to make up for having an ability that doesn't scale

Reply #6 Top

Quoting Wizard1200, reply 4

Quoting CdrRogdan, reply 2
You should really break those up into professions and talents. As the profession can only be selected once and as such is allowed to be stronger than talents that can be taken up to 6 times. That said.. any of your tweaks are either already in the game (acrobat +1 dex/level) or just seem to be adjusted for the sake of adjustment. Merchant for example is fine the way it is. I agree with Assassin and Adventurer. Starting at level 2 is.. meh. Bonus critical hit damage is nice, =but= since critical hits are so incredibly rare even with 50+ dexterity I'm not finding it to be all that spectacular.

The reason for my tweaks is that many professions and talents do not scale with the game. For example + 1 mana per season and 40 starting mana is nice at the the beginning of the game but the talent is not very useful at the late game.

 

Much better opening post now, thanks. Don't totally agree with you though. Getting an early advantage can be really important in strategy games. Gaining an early advantage thanks to those extra gilder, could give you a significant advantage later on. I have to play much more to make comments about balance.

Reply #7 Top

Yeah, I don't agree with any of your suggestions either. Foremost, you don't really seem to be understanding some of the implications. Take the +1 constitution per level option. That'd give a champion several hundreds of extra hitpoints. Or +1 mana per level? That'd be the largest source for mana in any game, by far dwarfing shards.

Reply #8 Top

Quoting Heavenfall, reply 7
Yeah, I don't agree with any of your suggestions either. Foremost, you don't really seem to be understanding some of the implications. Take the +1 constitution per level option. That'd give a champion several hundreds of extra hitpoints. Or +1 mana per level? That'd be the largest source for mana in any game, by far dwarfing shards.

I have currently reached level 8 with my sovereign and i thought that there is a cap at level 10, but i was wrong. Balancing the professions and talents would be easier if there is a cap at level 10 and the XP rewards are reduced to 50 %. This would reduce the power of champions, too.

The change of Attunement to + 1 mana per season per level is very important, because a sovereign spends 10 or 12 mana to cast a flame dart or a lightning storm to kill a single early game unit if the sovereign has the evoker talent and the staff of souls.