Thx for the explanation. I'm aware of the problem of too little XP for later stages of a campaign, but if high level units are essential, I think you could also balance that with more but less dangerous enemies.Wussel wrote:There was the question: what means "tomato easy"?
Wussel wrote:I would raise one more point: I believe there is still a lot of tomato easy campaigns. To fix this I would suggest to allow the player to recruit second level units on easy. Maybe after a few scenarios in general. On top maybe even third level before the end. That way the player should be able to fix the list of not enough recalls and excess gold, while having an enjoyable easy ride.
One more thing. The level 3 General of the loyalist faction currently has only 50 hitpoints. (compared to the level 3 Royal Guard who has 74, the Orcish Sovereign who has 75, the Drake Flameheart who has 72 and the Elvish Marshal who has 62.) These units all also have leadership and are level 3
gfgtdf wrote:I think the main reason why the general line is so weak is that is was balanced with singleplayer in mind and that 1) generals often appear as loyal units 2) generals can advance to level 4 thus giving a you a no-upkeep unit with level 4 leadership.
multiplayer matches are balanced factions against faction, not unit against unit
gfgtdf wrote:since campaigns can always compensate that for example by giving the unit a negative trait.
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