[BALANCE] Reduce weapon damage
I should be working on my final papers for the semester, but I'm lovin' this amazing game you all have created.
However, after several play-throughs each game basically ends before it's technically over and it becomes rather tedious to continue. By this I mean, I reach a tipping point (rather early on) and I know the campaign is effectively won, I just need to mop up. This tipping point is not where I own half the map and I have uber powerful heroes and armies, but rather... with a hard world and expert opponents I own 3-5 cities, I have two 6-7 unit armies, no units are bigger than a group, and my 3-4 heroes might be level 8. Most spells become pointless because tactical battles are so quick and questing to find better gear is a waste of time.
Part of the issue is related to the mid to late game AI. For example, Towers have a high built priority. That's great during more peaceful times, but when I've destroyed 1-2 enemy armies and taken a city (with a Tower), the AI chooses to rebuild the Tower instead of more units and he's that much easier to defeat.
But I think the real issue is weapon damage: it's too high. Tactical battles are super quick, 2-3 turns, 5 if I have to chase some corner hiding archer. I used to go for Impulsive, but now with the changes to encumbrance Charge and high initiative units are all that are needed. Against monster armies (a deadly, post-eclipes Ogre army comes to mind) it's a 1 turn battle.
I see many positive changes if weapon damage is reduced:
- The side to go first en masse does not necessarily win. Battles become more about positioning and tactics and less about beating up the enemy's highest damage unit(s) and mopping up the rest of the tac-map. I picture these battles as being epic slugfests, and they're not. They feel like skirmishes.
- Heroes become more important. They won't be as fragile and their abilities will become more useful in longer tactical battles, particularly spells. I would say at least half the tactical spells are pointless mid to late game, especially spells that have casting times. Numerous times I've started casting Horrific Wail (or even Fireball) against a full army just to watch a single enemy unit shriek with terror two turns later.
- Late game AI armies aren't as worthless. Eventually the AI runs out of iron (partly because scouts love to wear full plate) and it's stuck fielding heavy cavalry with damage 6 spears, and tactical battles are no contest. But, if weapon damage fell into a more narrow range even spears and daggers could still be formidable.
- City enchantment buffs would matter. Heart of Fire, even with multi essence cities, isn't really necessary. Most of the other tactical-esque city enchantments are kinda worthless.
- Unit sizes would matter. I think in the last couple games I've played I avoiding researching squads and companies. They're not needed.
- Armor would be more significant. In most of my games Gilden is the faction to beat. Even with his heavy armor, he's pretty easy to take down.
- Spell resistance would matter.
- Unit experience and levels would matter.
- Spells that might become worthwhile: all forms of poison, healing and regeneration, focus, curse and mass curse, syphon strength, burning hands, kill, death lash, candlecloak, cloak of fear... and no doubt others. Even infection+graveseal, an amazing combo, is kinda pointless to try to pull off... everything is dead already.
The only change that I think is necessary are the weapon damage values for weapons that are available to units. Leave everything else. Leave hero weaponry untouched, leave armor as it is.
The downside to reducing weapon damage is that tactical battles would take longer. That might not be everybody's preference. I, for one, love the tactical battles, especially considering the LH changes to weapons. I would much prefer longer tactical battles (and a longer campaign in general) than tedious, mop up battles so early in the game.
BigDunc