Quoting Anelyn, reply 9
@Azunai: Regarding Hearth of Fire - haven't tested yet, but I suspect it follows same rules like Mage damage, and is reduced by fire resistances, and completely discarded in damage calculations vs immune opponents (at least that would make sense to me, if you have a group of 6 archers made in a fortress with 4 essences with HoF buff which gives them extra 24 atk as fire dmg and their base atk is 60 so 84 in total, if they attack my spearmen unit wearing a cloak that reduces fire dmg by 50%, they should do 12 fire dmg, so their atk would be 72 instead of 84 against my unit). Not sure Aura of Grace it's the culprit here considering you can get initiative boosters from equipment and casting haste (which benefits greatly from your Air power).
yeah the fire damage is probably mitigated by resistance. the problematic part isn't the AI using it against the player, though. it's more that a player can (and many players in fact do) use those buffs to pretty much trivialize the tactical combat system. after all, they stack with all the other damage/init buffs, and they cost you just a one time mana investment, while haste/damage jewelry is with a similar effect is at least balanced by the crystal cost (a single company with fire/frost & haste amulets costs like ~70 crystal, that's not trivial), and haste spells have an opportunity cost (your champ will either cast haste, or do something else, not both at the same time)
the reason Heart of Fire is used so much by players is that the damage added is per figure, rather than a flat bonus to the unit. So more figures/unit = more damage output. It's the same with the rings/etc, but those cost you a lot to get (mana is easier to get than crystals). It's a very easy way to deal with Banshee's. Toss them on OP spears and you've got a unit that isn't going to die unless it gets overly swarmed by itself.
random point -
Please move Axes earlier in the tech tree. They aren't more powerful that maces and spears so should be so late in the tree to use them.
The Juggernaut tech should also be moved forward 1 level as the armoured units that can be pumped out at the same tech level will wipe a Juggernaut out, so the opportunity cost for Juggs is pretty wasted right now. Technically all you need is a few boar spear units (4 figure squad) to kill a Jugg.
I also think the catapult needs some work. It's a pretty useless 'late game' unit right now. Possibly increase it's initiative, but preferably allow it to 'cast' mud or caltrops as an action.
Plus, the AI for catapults is self destructive right now. I fought against a city that had one as a defender and it kept targeting my units that were in melee distance to it's own units. It targeted the 'weak' unit of mine (Ie, hurt) - but that was also the unit which was being swarmed by the city defenders. The catapult wiped out it's own defending units. It also killed itself when I moved a unit right beside it. This is a unit where 'offset targeting' would be a good addition. Ie, find the target, then find a tile near that target to attack so that your own units don't get hit.