Okay let me start of by saying I'm really enjoying the Beta so far. The latest being the most fun I've had in any iteration of Elemental. You guys are definately on the right track. I also do realise with this being Beta all the things I bring up maybe candidates for change you guys have already thought about or planning to look at. I have tried to tailor my suggestions to things I beleive shouldn't be that hard to change or that may even be moddable by myself. I've also thought about suggestions that I feel could fit the world and lore we have/had.
Now I hope its no surprise to you guys, but in the latest build Champions are a tad too powerful. May I also say at least to me the difference between them and the Soveriegn isn't all that much. I think having so many with magical abilities is a problem. Both for balanace, and from a somewhat outdated lore throw back.
It is not uncommon that within 10 turns I end up with my Soverign and at least one other Champion, maybe even 2. More often than not those Champions have between them at least 2 spell schools, as well as usually a cool ability or two. Including whatever Sovereigns spellcasting abilities I may have thats way too much mojo for an early group. Magic can really increase your chances in any combat alot! And seens everyone of them can cast spells, thats three buff/direct damage/or debuff spells in each turn. Against a lot of the lower level fodder, they never stand a chance (when they really should).
For Example:
My latest Sovereign had as many points in the Death magic school you can have on creation. No other school, One of my Champions had Access to the Water School and the other the Air School, I think one of them also had a Second spell school in Death or the cloak that lets you cast blindness. This meant that mana willing I could haste my goup, slow down my enemies (giving me two turns to there one) as well as blinding all of them. Add in curse too this and suddenly Your group of three can kill things they have really no right too. As they level up and get tougher, and more items the process just gets easier. Allowing you to easily kill things on the strength scale above you, which in turn gives you items way more powerful than you otherwise should have further enabling your ability to steam roll in power.
What I propose is that we once again make the ability to cast spells rarer. Allow only your Sovereign and any champion who have gone 'Way of the mage' the ability to cast spells. I think this one change alone would:
A) Differentiate your Champions a lot more, giving you meaningful choices on what you want them to do.
Would make you Sovereign stand out once again.
C) May help curb the overpoweredness of Champion only groups. They at least now would have to go toe to toe on a more even footing, as only your Sovereigns at first, then one or two mages later are bringing the magical hurt.
Thats my basic proposal.
I would expand on that with making sure that mage and non mage champions don't overlap so much in how they level, and what abilities they can have. I'm hoping you have plans or some thoughts to plans on restricting certain level ups only to certain classes. Mages shouldn't be wearing full plate, weilding bastard swords of flaming doom with abilities like charge, bash, crushing blow etc. Thats what non mage champions are for. Likewise non mages shouldn't be able to cast a spell that isn't a clicky on a weapon or piece of armour. There domain is abilities like sweep, charge, bash crushing blow. The exception to these rules however I think should be your sovereign. They should be able to do it all should they so choose. Have those cool abilities as well as casting ability. I could go so far as to suggest your Sovereign has different class abilities to pick than champions. Still call them path of the whatever but restrict less for Sovereign. Like all classes giving them weight increases, so that even a mage sov could don all/some weapons/armour without becoming encumbered.
Also I'd like to if I may indulge reapply and tweak my suggestion for non combat Champions. Heres a post I made or a quote from it from the beginning of Beta 1 I think.
There's a lot of talk about champion balancing lately... however I'm a little worried there's been no mention of more champion diversity. As it stands now any champion I pick up I don with weapons and armour, decide wether they'll be a mage or not and off they go to the nearest champion stack of doom available.
Thats it.
Now some of them start off life trait wise at least as the more academically minded heros. The ones who help stabilise Empires. The ones war hero stories never mention but are just as vital. Maybe I'm alone but I'd far prefer some form of mechanic to turn these heros into city governers of some sort. A way of parking them in a city and them helping it in a more behind the scenes way. Maybe inturn letting them level there more accademic traits (but not there martial prowess as that incease takes battle field experience). Anything really so I don't have to send the likes of Janusk to the frontlines when really he should be in a merchant hall somewhere making me gildar!
Now I'd still like the principle of that post but what I'm wondering is, would it be possible via abilities/classes to stipulate differing ways units can gain exp. Like for instance could a Champion with say 'way of the governor' class have an effect that disables there ability to gain xp via battle, but allows them to gain xp parked in cities depending on various building effects, and reversally making all combat classes excluded from gaining city xp but regular battle xp is unaffected?
I only ask, as if non of these ideas you guys end up addressing or you end up going a different way I'm wondering how hard it would be to mod myself.
Thanks for your time community. Feel free to discuss.