Champion Feedback

Another big feedback post, this time on champions. I actually have less to say about a lot of the individual champions (especially the starting ones) but a bit more to say about progression and such overall.

-Staff Progression-

Staff-using champions have some weird progression going on. Splintered staffs can be really hard to find in the game as-is, which really delays a starting Naphaz or Keplin in terms of getting their first weapon upgrade. In fact, sometimes this delay can be so pronounced that by the time I get my first splintered staff, I'll already have the recipes and levels to use significantly better staves, either Hailstone or Leht.

The end-game staves are kind of whacky in their own right. The Hellfire Staff is significantly worse, yet more expensive, than the other level five staffs. The Leht Staff is also clearly the best of the three. Bows also kind of have weird progression thanks to the Guiding Longbow, but I think staffs really have the worst. Perhaps splintered staves should be available from Harvest Forest?

-Armor Progression-

Not strictly a champion issue, but I'll put it here anyway. Armor progression is a little bit weird due to the rarity of wolf pelts. Leather armor is very difficult to make, much more so than chain mail due to how frequently flawless iron drops. What usually happens in my game is that I end up with basically no armor, and then I get the chain recipes and I'm suddenly decked out in the stuff, resulting in a huge power jump. Perhaps bandits should also be dropping wolf pelts?

-Rival Champion Starting Level-

Rivals start off at level 3. I feel like this is in part to help them be useful when you first get them, since you usually get them later than your default and skill tree champions. The problem is that this ends up slowing down their leveling speed rather noticeably. What this actually translates to is that rival champions end up being two skill slots behind other champions. This is especially painful for champions like Raza and Korthox, who desperately need levels to get certain skill builds to work.

I really feel like either rival champions should start off at level 1 like everyone else (since catching them up is trivial anyway with exp potions or just a couple of fights) or they should start with two skill picks they can use right off the bat. Having less skill picks is less fun, and if I worked hard to get these rival champions, I ought to have something fun and powerful to show for it.

-Rival Diplomacy-

This is again only tangently related to champions, but I'm putting it here because rival diplomacy is so important to getting the rival champs. The current favor system is a bit odd, particularly due to how you can cheese it to get allied with all the rivals on the map, even rivals that hate each other. Holding onto quests and manipulating favor via the mana gifts can lead to some situations that I feel probably weren't intended. If I ally with the Ice Lords and the Frozen Realm declare war on me any time I try to talk to them, I feel like it should then be impossible to ally with them (without future content that specifically allows this.) It's incredibly "gamey". (If you're not aware, you can simply hold onto quests until you have enough to ally with both sides if you did them, -then- do them to ally with both. The trigger for a rival to declare war on you for allying with their enemy only happens if you try to talk to them.)

-Giott the Marksman-

Giott has over half of his skills as being a copy-paste from Peregan, which really makes him feel underwhelming when you get him (even more because of the previously mentioned "two skill handicap" that he suffers from.) His skill tree could really use an overhaul, especially since a number of his skills don't work well if you also have a Peregan (you don't need two Quickfires, for example.)

-Korthox the Ice Lord-

Korthox suffers from his top tree being essentially useless. Arctic terrain isn't common enough where having a ton of skills only usable on it is worthwhile. Spending fifty mana to work around this so he can throw a snowball is also really expensive when I could just go down his other trees. If Like At Home was just a passive that he could just pick up, then it might be worth taking.

What's funny about Korthox otherwise is that his stats are pretty terrible (one of the most notable being that his hit points are really low for a large, furry monster), but when you can get him to work, he works well. Unstoppable is huge, since it lets him get the dreaded Maul + Backswing combo. The problem is that his initiative is garbage without Skating on Ice, his ability to naturally AoE on his attacks can be just as harmful as it is helpful, and Unstoppable consumes the slow-moving yeti's turn. By the time things are set up so that Korthox can maul people to death, the fight is already mostly over, or my other units are stuck in melee and Korthox is just as likely to maul them to death as he is the enemy. Also, the fact that he can damage allies even when he counter-attacks is a little frustrating.

I think he'd be much more usable if his AoE stopped affecting allies, he got an initiative boost, or Unstoppable didn't consume his turn.

-Ifris the Engulfed-

I think Ifris is one of the best-designed rival champions, so I don't have any real complaints about him. I'm not sure how the lack of a weapon thing could ever be fixed for him. It seems appropriate that he doesn't use one.

-Raza the Necromancer-

I'm confused as to what Raza is supposed to be. Is she designed to go up in melee all the time? Because most of her death charge spenders, outside of a heal, are melee range. Yet this seems awkward and inappropriate considering the rest of her skills, unlike a character like Xii who is clearly designed to mix it up up-close.

The death charge mechanic is interesting, but I feel like she doesn't get much of an opportunity to use it. The fact that she has no spenders by default is a big part of this. That she suffers from the typical rival champion problem of being at a skill pick disadvantage is also really bad, since she really wants to go down all three trees to really feel at all complete.

-Silindros the Avenger-

I like him overall, though that constant knock-back can be both a blessing and a curse (and makes shield bash superfluous.) Army of One is also probably misplaced. By the time you get him, you're probably not as interested in running around with solo-hero armies anymore, not to mention he has to be level 7 right now before he can even have it anyway. Without that or Wrath of the Shards, he just doesn't have the damage to do much on his own.

Also, spear weapons please.

-Slough the Boglord-

I really like how Slough is actually more of a support champion than he is a straight-up brawler, like you might expect from the giants. Only complaint I have regarding him is that he really could have been a second axe-using champion. He even is holding one on his model!

-Xii the Archon-

Xii is really strong. Like, really, really strong. Probably the strongest of the rival champions right now. Enough that his damage probably needs to be toned down, since he does as much damage without a weapon as Keplin and Naphaz do with Leht Staffs.

Also, I'm not sure Angel of War actually does anything.

25,048 views 12 replies
Reply #1 Top

I kind of agree with your post.  I end up choosing the Archon as my first rival hero to train on enemy mobs because he looked really strong.

I don't really understand why rival champions start at level 3 except as a handicap.  I had no problem leveling statue champions from level 1 even later in the game.

I also noticed the starting dwarf champion is really low on initiative.  It isn't clear what his skills do until you try them out in combat.  By then, it's too late if you choose a skill you don't like.

That said, skill descriptions do say what heroes are going to do, but we don't know the exact formula.  This can lead to frustration when you find out the cool down is too long or a skill you didn't like at first that you end up liking.

I believe the starting warlord hero benefits greatly from spell damage boosting items.  I saw his dark spread becomes increasingly more powerful with them.  Drain life is also potentially powerful as well and has a low cool down.  This is not a complaint in any way, just my observation.

Wolf pelts do feel rare.  There's even a trade dialogue with rival faction to exchange flawless iron for wolf pelt!  Why is the Sorcerer King torturing us with such hideous progression?  It feels like he's winning by bugging out the game and providing unbalanced mechanics.  On a more serious note, we expect it to be the other way around.  Trading excess leather for flawless iron, but I guess not.

I got a shield Kelpin to work.  I know that's silly, but I was desperate to equip him with something.  I had no good staff and watching him jab at monsters was funny as hell.  Attacking arcane fist for the win!

Reply #2 Top

I overall agree with what you said too.  I think one thing that would be really neat is for there to be spells which convert terrain for the terrain based heroes.  Spells that create arctic terrain or the like to give them more of a stomping ground.  Then it makes you have some interesting decisions on what kind of terrain and heroes you use where.

Reply #3 Top

I feel like Drogon's slow speed is a balancing factor for how strong and tough he is. I never really minded that. In fact, the reason I didn't talk about the starting champions much at all is because I think they're all in a fairly okay spot. Some may be more useful than others, but you could make an argument for using any of them.

Rival champion balance is all over the place, though. Xii is overpowered, Giott is fine but boring, Slough and Ifris are good, and Raza, Silindros, and Korthox are all varying shades of underpowered.

I'm not sure how I feel about terrain shifting for Korthox. On the one hand, it'd be pretty neat thematically. On the other hand, it'd still leave him really weak for the fight that actually matters: the SK. Plus I shudder to think how much mana would have to be sunk into making his skills consistently useful with terraforming spells.

Reply #4 Top

Drogon starts slow and kinda weakish.  He ends up pretty much OP.  Legendary Axe + Dwarven Rampage.  I just did the final fight, had everyone else use their defense boosting skills because I wanted to see just what Drogon could do.  He snuffed out every single one of the Sorcerer King's minions.  ALL OF THEM.  One turn.  And then ran up and took half the SK's health in one shot.  The SK tossed a fireball at him, which Drogon took a whopping 9 damage from thanks to resists.  And then took the other half of the SK's health.

 

As to the wolf pelts though...you guys must have bad luck, or I must have great luck.  I'm always swimming in the things, either from ganking wolves, or because Resource Mining actually triggered for once, and did so on a stable (every time that's happened, the stable spams the area directly around it with chests, each one having 4 wolf pelts in it.  When that happens, I spit out a rider, toss some move boosters on him, and have him hang out nearby to sweep them up every couple turns.

 

Flawless Crystal and Platinum Ore are the rare things for me.  I end up tearing down mountains to get any.

Reply #5 Top

I didn't even know that you could get wolf pelts from Resource Harvesting. Granted, I rarely get it. Tyrant doesn't get it at all, and it's out of the way for Guardian. Secondary resources aren't so useful for those two, so I rarely bother getting them.

I've found that wolves are really rare, though.  You get one or two in some bandit stacks, but I can't remember the last time I've seen a wolf den itself outside of the campaign, or using Hunting Grounds.

Reply #6 Top

I'm usually swarmed by bandits, but I usually play Tinker or Guardian as well.

 

The problem I have with Resource Harvesting is that I can claim 15 resource nodes, and /none/ of them will start producing crafting mats.  Or the first one I claim may do it.  It's so unreliable that I'm rapidly becoming less than fond of it.

Reply #7 Top

Agree with OP.

Equipment progress is too chaotic and unreliable due to mats (wolf pelts).  Especially annoying when you play as tinkerer... Enchantment system is cluttered by too much crap mats; locking of enchant slots meant that I tend to save the slots for good mats. Armor drops are mostly helms and hardly ever boots/gloves.

Ditto on the Rival faction as well... and they should start with two skill picks they can use right off the bat.  This isn't as much of an issue for tinkerer since you can make Warrior Spirit (the +50xp potion).

Xii the Archon is completely broken due to how well his stats scale with shards, especially his first skill.  And by the time you get him, you would have at least a good # of shards in your possession.  I would nerf him on the shard scaling modifiers.

Giott the Marksman - totally on the opposite end of Xii in power level. None of his skills scale with shards, devouring for 5 health when SK's minion are hitting you for 50 is a waste of skill points.  Archery skill suffers the same problem.  Quickfire is a pain for Peregan because he can't open with Arrow shower any more...  And to annoy the tinkerer, arrow crafting gives arrowheads, 3 atk accessories, instead of giving you bows to craft...  I can stuff platinum ore into equipment for +8 atk a piece of gear.


Overall, I think all the champion's stats & skills should ramp up with your total # of shards to help level the playing field.

Reply #8 Top

Quoting bladewinddraconus, reply 7

Xii the Archon is completely broken due to how well his stats scale with shards, especially his first skill.  And by the time you get him, you would have at least a good # of shards in your possession.  I would nerf him on the shard scaling modifiers.

Giott the Marksman - totally on the opposite end of Xii in power level. None of his skills scale with shards, devouring for 5 health when SK's minion are hitting you for 50 is a waste of skill points.  Archery skill suffers the same problem.  Quickfire is a pain for Peregan because he can't open with Arrow shower any more...  And to annoy the tinkerer, arrow crafting gives arrowheads, 3 atk accessories, instead of giving you bows to craft...  I can stuff platinum ore into equipment for +8 atk a piece of gear.

Agree on both points.

This does remind me: was Quickfire ever fixed? I know that it was acknowledged on a dev stream once that Quickfire was taking Peregan/Giott's and the archers' turns instead of giving them free ones, but I don't know if it was changed at all.

Also, the more I play with Silindros, the more I think he could probably use some sort of boost to Vengeance generation. You can't exactly guarantee folks hit him.

Reply #9 Top

Quoting bladewinddraconus, reply 7

 And to annoy the tinkerer, arrow crafting gives arrowheads, 3 atk accessories, instead of giving you bows to craft...  I can stuff platinum ore into equipment for +8 atk a piece of gear.

 

Regarding that, you can stuff those 4 plat ores onto the arrowheads, making +11 atk accessories that you attach to a unit of humdrum archers (with rain of arrows) making it effectively +33 atk.  :)  Hrm...thinking about that, maybe I should do a customized tinkerer game with Peregan as my hero and an archer swarm...

Reply #10 Top

Quoting fmalfeas, reply 9

Regarding that, you can stuff those 4 plat ores onto the arrowheads, making +11 atk accessories that you attach to a unit of humdrum archers (with rain of arrows) making it effectively +33 atk.  :)  Hrm...thinking about that, maybe I should do a customized tinkerer game with Peregan as my hero and an archer swarm...

 

I found a way to farm Radiant Diamond using loot mine... so 6x Legendary Rings work better  *_*

Tinkerer can also craft Warriors Spirit (+50 XP potion)...  So tinkerer completely break the game late game.

Reply #11 Top

All of them, if they get established, break the game.  I killed a combat rating 120 enemy party with a single ungeared scout as the wizard.  First turn - Haste scout, scout uses silver flute.  After that, Wizzy just nuked the crap out of everything, and the scout would read a blizzard, fireball, or flame wave scroll.

 

And the guardian...on large maps, she's got some issues, as she's a slow roller.  But on small maps, she's so OP it's not funny.  She can easily have there be no tile on the map at all that isn't subject to at /least/ 2 level 3 outposts, if not also a city's damage, where the only battle she needs to concern herself with is the SK...and if it's a random game instead of campaign, she can just turtle inside that impenetrable defense once she's secured enough shards that he can't finish his spell without breaking her lines, and build the tower of mastery to win.

 

And she can make that even easier by using raise Land, Revive Land, and Restore Land (as needed) to wall herself off in a mountain range on top of it all.

 

Once she's at that point, no need to balance the gauge after all.  Divert all shards to mana, set all cities except the one building the tower to mana, and terraform to victory!