[0.9] [Balance] Professions and Talents

I think the balance of most professions and talents is great, but:

- Adventurer (Sovereign starts at 2nd level) is too weak and should be "starts at 3rd level"

- Bandit Lord (Sovereign starts with 2 bandits) is too weak and should be "can summnon bandits"

- Wealthy (Sovereign starts with 150 gildar) is too weak and should be "+ 25 % gildar per turn"

- Tactician (Army gets + 1 initiative) is too weak and should be "+ 2 initiative"

- Impulsive (Sovereign gets + 10 initiative on the first turn) should be removed from the Sovereign creation.

- Brilliant (+ 25 % XP and + 3 spell mastery / level) is too powerful and should be split into two talents to replace Impulsive

 

I think its strange and probably a bug that professions now reduce the number of points.

5,273 views 15 replies
Reply #1 Top

I wish they would have picked up my mod's handling of Professions. They should be what makes a Sov stand out from other heroes.

Reply #2 Top

Agreed. With both of you.

Reply #3 Top


I don't mind Impulsive remove if all spell cast one turn, though.

Reply #4 Top

A few spells like fireball have a casting time of 2 and that is a great way to balance them, but impulsive destroys that balance.

Reply #5 Top

I don't know, don't want fireball useless, power user like throw fireball should be powerful, and fear, not weak. LOL in truth, I feel I forced to pick up impulsive to make my Sovereign move useful, warrior is easy and more powerful while mage is not so powerful in common, you had to gave up other bouns to pick up level up to get that spell to make mage sovereign useful, even he stuck with fire, what happan if enemies had fire resit, then that sovereign useless, so he had to use water spell or air sell, not lot of "attack spell" I don't see impulsive destory that balance but it's at least help mage more useful but still weak, mage sovereign must had all spell to be useful. there is 5 spell of 5 level of spell, in order to get all spell to be useful, he had to level up 25 level to get it all to be useful in genearl or common. Personal, I don't like forced to get impulsive to get sovereign more useful. other wise it's useless for sovereign mage and better off as fighter it's so easy and pick up level and wack any enemie, no matter what kind of they had resis while mage could stuck with one or two level, could be useful or useless. while warrior all useful, all the time.

Reply #6 Top


And personal, I think Sovereign should gain spell of all kind from reseaching, not level up. Yes there is some spell, but I want all of it, it's far make more sence and make game more fun that way, at least to me.

 

I think real problem for mage is that mage had to get spell from level up, but it's should be reseaching in magic tech tree, it's make sence and far useful for mage, so he or she can get water or fire rather than "luckly level up get that spell, but during that time if what happan if enemies based on water or fire, then it's useless for mage if same elemental, this is why I see mage as flawed.

Reply #7 Top

Tactician (Army gets + 1 initiative) is too weak and should be "+ 2 initiative"
End of quote

 

Agreed.  Large weapons with strong negatives to initiative are available fairly quickly in the game to champions, as are opponents you'll need to use them on simply to move through territory that would otherwise by completely blocked; and spell availability ramps up more slowly.  So you're suddenly left with heroes who are very slow, and lack hit points to sustain even small damage in repeated attacks.  a +1 to initiative doesn't do much to offset a -4 or -6 weapon.  +2 seems reasonable, as it requires a few levels to help, but not enough to make it seem worthless in the light of other level up options.

Reply #8 Top

- Wealthy (Sovereign starts with 150 gildar) is too weak and should be "+ 25 % gildar per turn"

I just believe that 25% is too strong, especially in late game. More resonable would probably be 5 or 10%.

Reply #9 Top

Quoting thimon2k, reply 8
- Wealthy (Sovereign starts with 150 gildar) is too weak and should be "+ 25 % gildar per turn"

I just believe that 25% is too strong, especially in late game. More resonable would probably be 5 or 10%.
End of thimon2k's quote

Yeah, i guess 15 % would be great at the early game and at the late game.

Reply #10 Top


What would spell mastery do anyway? I'm not sure understand how that work?

Reply #11 Top

Quoting Humility, reply 10

What would spell mastery do anyway? I'm not sure understand how that work?
End of Humility's quote

Spell mastery works for magical attacks (not for damage spells) in the same way as accuracy works for physical attacks.

Reply #12 Top


Ok, I see, I did pick Brilliant  5 level but I don't see any magic damage get any better when I cast fire wave from reseaching and it's suck as well, LOL. I mean it's look cool wave of fire but damges is so unreal and very low damage.

Reply #13 Top

Personnaly, i'll prefer stardock drop these professions  and adopt a system similar to master of magic.

Actually our choices are very limited, and they don't really change the way a game is played.

Reply #14 Top

Quoting saroumana, reply 13
Personnaly, i'll prefer stardock drop these professions  and adopt a system similar to master of magic.

Actually our choices are very limited, and they don't really change the way a game is played.
End of saroumana's quote

Yeah, i think the paths should replace the professions, because the paths change the way a game is played.

Reply #15 Top

Quoting Wizard1200, reply 11



Quoting Humility,
reply 10

What would spell mastery do anyway? I'm not sure understand how that work?


Spell mastery works for magical attacks (not for damage spells) in the same way as accuracy works for physical attacks.
End of Wizard1200's quote

 

Ok, I had 17 level (I should play as mage but end up as fighter LOL) I had 200 to 300 spell mastery in my last gameplay, I tried magic staff, it's still damage 1 to 6 to common enemies, while my attack is 18 and do damage 10 at least, I try to use spell like thurstorm, hit ramon cost me 18 mana, but I don't had lot of mana, hit 18 damage, fighter is way powerful than mage, I had no problem fighter powerful, after all I'm level 17 attack lot of monter, I set high number of monter in  map setting while I set magic normal. so mage do need some sort of buff ( I mean all spell should be reseaching in tech, while mage had start off magic attack with little mana.) mana is too low or spell mana cost is too high. Fighter can always fight, while mage had to get ton of shed to be useful, and lot of quest to get spell(never happan to me, I alwasy got item but no spell) while warrior is so easy, all you had to do reseaching and buy item in store, or loot item.

 

I don't know what is spell mastery readly do unless it's for overcome spell resist only, but if talk about magic staff or spell damage, spell mastery don't help there.