Many of the original hero classes that were released as the first classes introduced into Gems of War have gotten very little usage since their release. Many of them are only used to get 250 wins, then never touched again.
With the addition of the two most recent hero classes, many of the other hero classes are left in a much weaker state. It isn’t that the new hero classes are too strong; the older ones are simply too weak.
Here are some possible rebalance changes to some of the older hero classes. As of currently, none of them have been touched since their release over a year ago.
Warlord
- Replace Fire Heart with Big
A giant class should be larger in size.
- Increase attack gained per skull from 3 to 6
Now that multiple skulls triggering traits multiple times is no longer an issue, his ability should be upscaled accordingly. Courage already does 8 attack and 8 life to ALL allies per skull regardless of position. Warlord currently only does 3 attack for self only if in FIRST position. His trait was also made back when attack gains use to break through entangle, now it does not.
Knight
- Change +2 armor per turn to “+2 armor to all knights per turn”
This is exactly what Queen Ysabelle does, except this would trigger for knights instead of humans. This would of course stack with her to give all knights/humans on the team +4 armor per turn.
Warden
- Change +5 armor gain to “give all allied beasts barrier at the start of battle”
The +5 armor she currently gives to all allies rarely serves any purpose and has no synergy with any beast nor Maugrim Woods troop in the game.
Priest
- Increase heal per turn from 2 to 3
HP heal, unlike HP gain, only triggers when an ally is missing HP. This means every troop with a +1 to all stats per turn to all of a certain colored ally is better at keeping troops alive than Priest. This would also put it on par with the Troll healing capability.
Sorcerer
- Increase magic gain from a 50% to gain 1 magic to a 100% to gain 1 magic
This would allow it to be on par with the “gain 1 to all stats” traits.
- Increase base magic from +5 to +6
This would once again make the Sorcerer class the highest magic using cast in the game. Currently, this role now belongs to Bard. This would also make the Sorcerer class the only class with a base magic above 5.
- If possible, make sorcerer class the only class to be able to have its magic bonus regardless of the color of weapon it uses.
The hero would still be pure purple in regard to its mana bonus and traitstones, but as a true magical user it would be able to use all colored weapons while still retaining its full bonus. This bonus would NOT stack with multi colored weapons, but would apply his standard magic value regardless of weapon.
Necromancer
- Replace Undead Bond with Necromancy (50% soul gain)
The NECROMANCER should probably have NECROMANCY.
- Increase soul gain on extra turns from 1 to 3
Now that extra turn traits don’t trigger multiple times, his trait should be upscaled accordingly.
That is about everything. If anyone else has any other suggestions, feel free to leave them below.
These changes are proposed with the hopes of revitalizing the viability of the underused original hero classes.