So, you have a primary stat, for example, magic skill at 16. Should you try to match your attack stat to 16 to get a -8 penalty to the enemy's attack? Should you try to play with balanced stats without a primary stat, just to counter a specific ability? Should you max out your knowledge stat? Isn't that a bit too much for a single ability? And even the counter is conditional; with balanced stats, you'll have around 10, a -5 penalty, which is quite noticeable. Moreover, even if the "counter" is activated, the bonus remains decent.
Oh, I missed that. That's even worse. If the enemy has a minimum defense of 6, will it be -5 defense, plus +5 to your hero? Just leave the minimum at 1. Without any bonuses to the hero.
Added 49 minutes later
Since the mod will be released in two versions, in one of them, the weak hero abilities should be strengthened.
For example, in addition to her ability, Ellaine could also carry extra peasants for each level or week. If it's per level, then for each level (based on the creature's level): 3 * hero level.
Erin would carry witches for every 6 (creature level) levels. 6 + 1 witch, 12 + 2 witches, 18 + 4 witches, 24 + 8 witches, 30 + 16 witches, 36 + 32 witches, 42 - nothing, because the maximum is 40.
And so on.
I believe that the ability should be a fairly strong and individual component, expressing the hero more than starting skills and abilities.
There are strong heroes like Ingvar, Haggeesh, and Dugald... Many people enjoy playing with these heroes because it's easy and there's a higher chance of winning. When someone is forced to switch to a weak hero, it becomes boring, and if the leveling is also difficult, it's repulsive. Dedicated players who like to try different things aren't affected by this; they're just tired of leveling strong heroes or are interested in trying others. Often, they simply equalize strong heroes by bringing them down to the level of weak ones. But I don't think that's the right approach.
Playing as each hero should be enjoyable, not just for us, the hardcore players. Therefore, we need to raise the bar for weak abilities.
For example, I think that for each archer in the mine, for each mage - chaos mage, there should be compensation for the hero, because randomness shouldn't rule; we should rule over it, not be ruled by it. That is, improvisation should be more important than the plan. Plans, rules, and laws are evil for the game, as is any order, because they can be broken, but chaos cannot.
I'm not calling for anarchy in society, but for the game, it would be a plus. And it's not easy to implement.
Let me give a specific example. Has anyone played Sveyya (Who is that? :) )? When playing as Heaven, how often do you choose Dugald or even Vitus at the start, if you're not a weak player?
I just want to hear ideas for the existing heroes. How can each hero be diversified, and what can be added to make them worth taking into our valiant army?
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