[Request for 0.52] Could you please increase the base XP of champions?

I think it would be better to reduce the use of +XP% skills and increase the base rate of earning experience for champions and hero units.  We're not getting enough levels, even if having Altar Blood, Brilliant, Potential1-3 and Knowledge from Path of the Mage.  It's not quite as bad with all of them, but it is very bad with hardly any of them.

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Reply #1 Top

I tend to agree.

Or if they feel like being super nice, chuck yet another slider in there..."Champion Pacing"... Or stick a variable in ElementalDefs.xml,  so we can adjust it.  That'd be great.    

:grin:

 

Edit -> OK I just checked in case I missed it, and turns out it looks like there is a variable in ElementalDefs, at least I presume that's what this does:

<CombatRatingToExpMultiplier>0.05</CombatRatingToExpMultiplier>

Looks like in FE this was set to 0.075.

 

Regardless, I agree with the OP, would be good to speeding up the XP gain for champions.  There's lots of nifty choices when leveling... just so hard to get to many of them.  Crank it up a notch or two.

Reply #2 Top

That would be great if they did that.  There does need to at least be an option for more XP and more levels. =)

Reply #3 Top

I agree.  We are getting far too little experience from clearing monsters and quests.  Levelling is too slow and not rewarding despite the new ideas.  The balance just isn't right between melee champions and the new high level upgraded trained units (now that extra figures can be added later in the game).  Spell casting champions are still extremely worthwhile as support for good quality trained units.  But melee champions are only useful for a few quests and high level monsters with the overpower ability.

 

However, the exp skills should not be removed or reduced as it is interesting option for the sovereign or any champion that will gain a lot of levels.  We will need those options when the assassin, warrior and defender skills, traits and abilities are sorted out.

 

I think all we need is a simple increase in the experience from all the combats we have by a factor of 2 or even 3.  A simple way to implement this change and provide flexibility for player feedback would be to add another world option (like the one that determines monster frequency) and allow players to select a game with the current experiience rate or 2X that rate, or 3X.

This is still beta and it would be interesting to see how the rate of expereince rewards affects the playing experience. 

Frankly the game is currently a lot slower paced and less interesting than FE and something needs to be done urgently or a lot of players will lose interest.

 

JJ

Reply #4 Top

Having to go deep into the trees now compared to the randomness in FE also affects the available skills. Shield wall is now a very hard perk to attain (one of the best in defender line imo) where in FE it was often available early. It takes a lot of fighting to get that deep into a tree - by the time you get a hero to that point you are most likely stomping on dragons anyway.

 

Reply #5 Top

I wholeheartedly agree, and especially in light of items that have a minimum level requirement of 18!

Reply #6 Top

I concur - leveling is too slow atm, which is a huge bummer b/c I want to try the new skills but never get over level 7 before the game is over (on a large map!)

Reply #7 Top

Quoting abob101, reply 1

turns out it looks like there is a variable in ElementalDefs, at least I presume that's what this does:

<CombatRatingToExpMultiplier>0.05</CombatRatingToExpMultiplier>

Looks like in FE this was set to 0.075.

I finally caved and went to town on the ElementalDefs file, made a huge number of tweaks, including setting that multiplier to 0.1 and setting minimum exp to 5. At least this game makes it easy to change these things on our own. I'll see if my settings do what I expect them to.

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Reply #8 Top

You're not suppose to get maxed out characters every single game. So it should be RANDOM how much XP you get not some predetermined number. You might get a lvl 27 character one game and max of lvl 11 the next. ;) Nothing should be absolute with champions and sovs things should be random most often. ;)

Reply #9 Top

I have killed multiple epic level stacks of spiders in my current game and my sov is level 12 at year/turn/season AC 245. (I got 36 XP for 736 hp worth of Corpse Spiders)  I have defeated two other factions and Verga and Magnar are 14th and 15th levels.  I think there are enough selections in the various skill trees to easily cover hero advancement up into the mid to high 20s level-wise.  So I hope they loosen it up a little...

 

I look forward to Sanati's experiments in this regard. 

Reply #10 Top

Setting it to 0.1 seems decent, feels like you are actually rewarded for battles, but not too much. Minimum exp of 5 didn't work like I expected (or at all?), troops still get half, had a battle where my sov got 8 exp and my troops 4, I never got a chance to check if that number is split by champions. I over tuned lair density and caused every AI to get wiped out by turn 100 so I didn't get to test long. :-"

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Reply #11 Top

Well thanks for tweaking and reporting back!  It's pretty sloggy right now and I've got this level 18 Sword of the Sovereign that is just laying in my backpack making my shoulders sore and my swordhand itchy!

Reply #12 Top

I'll have to look at tweaking that number.

I got extremely lucky with item drops in my current game, and thus my Sovereign and one of my other champions (both archers) are my highest level, with the Sov at 17, because she's able to solo many combats rated as "Epic".

Reply #13 Top

Quoting Sanati, reply 10

Setting it to 0.1 seems decent, feels like you are actually rewarded for battles, but not too much. Minimum exp of 5 didn't work like I expected (or at all?), troops still get half, had a battle where my sov got 8 exp and my troops 4, I never got a chance to check if that number is split by champions. I over tuned lair density and caused every AI to get wiped out by turn 100 so I didn't get to test long.

Thanks for sharing your research Sanati. It is really interesting :)

And yes, I agree that XP earning rate is too slow. Specially with so many traits to choose from.

Reply #14 Top

No problem.

0.07-0.08 is probably a little more balanced than 0.1 once you start factoring in all the +exp abilities. I'm going to keep mine at 0.1 to make the exp traits truly optional.

The minimum exp line nearby only applies to sovs/champs, trained troops can still get like 1 exp, but if you set minimum exp to 5 and have multiple champs in the army they each get 5. You could use this setting to make champion groups a little more possible without making them too strong (if you feel an army of champs is too strong), like set it to 10 (you don't often get less than 10 in normal weak enemy situations anyway) and an army of champs could at least make slow progress rather than getting basically nothing.