I’ve done a lot of complicated stuff for a simple purpose: I’d like to see classes improved drastically, in the traits and talents department. There should be a better range of choices – both within an individual class via their talent options, and when trying to choose a class for a team (unless that team is something obvious like “Mechs means use Mechanist”). The classes with absolutely worthless traits also need to be buffed to match the current standard of power.
Here’s a link to my full analysis – one spreadsheet with all the talent trees, and one with all the classes. Updated for Doomsayer class.
(If anything doesn’t work, let me know immediately please.)
SPECIFIC PROBLEMS AND SOLUTIONS BELOW
(Or “Skill” talents in dev-speak… still a dumb name, we call them “Stats”!)
I’m talking about the basic ones with armor/life/attack/magic. Purple Allies gain 2 Life. Those ones. They’re kind of boring, which is okaaaay…
When a class or tree is full of these, the result is that it doesn’t really feel like its doing much – which is, unfortunately, accurate. More importantly, when we get a choice of three stat options, it feels pretty lame… especially when none of them are really applicable to the team you want to use.
Additionally, there are too many uneven and underpowered options across the trees. Lvl10 talents that are only as strong as lvl1 talents when they should be considerably better (they’re numbers! It shouldn’t be that hard to make them equal value!)
Lower the number of these talents that exist at all, and normalize the effective value on them so that we don’t feel forced to pick the “stronger” option or feel bad for picking the “weaker” one because it suits the team better (though if the numbers are reduced enough, we should have much less times where we have to make a choice like that). They could also stand to be slightly stronger than they currently are, particularly the higher level ones.
Basically an extension of stat talents, except way worse.
When we get a choice of “Gain 2 Magic if using a Dagger” or a Bow or a Missile, and we want to use Dawnbringer or something (DB is a sword), that talent is wasted. When we get one or two of those and any other talent that isn’t as constrained, that choice is very simple. That isn’t healthy.
Weapon options also carry over the “uneven and underpowered” issues from above, except its worse and more obvious because these all do exactly the same thing. So when we see a lvl10 talent giving 2 magic and a lvl1 talent giving 2 magic, the reaction is to think that the lvl10 should be giving 3 or 4 or something. Same goes for a 2 magic talent and a 3 magic talent in the same tier (for essentially the same condition).
Normalize the numbers as with stat talents – lvl 1/5/10/20/40 should consistently be worth 2/3/4/5 or 3/4/5/6 or something. They honestly could use a buff or two, considering that they are one of the hardest and most unlikely conditions to fulfill when making a team.
Another option is to just remove them entirely. The weapon types, as far as I know, don’t seem to interact with anything besides these class talents, which makes their presence seem forced. This
would could reduce the number of stat talents enough to leave the other ones alone.
Lvl100 (Stat) Talents
There’s clearly a pattern here.
The talents like “All Mystics gain 2 Magic and Life when an enemy dies.”
The numerous talents like “All Wargare Allies gain 2 Life every turn.”
These are bad. They’re the worst. Let alone the fact that they’re lvl100 talents and not only very underpowered but also uninteresting, so collectively not worth reaching the end of the class levelling road.
They are also very very rarely applicable to the classes that have the option of getting them. So they’re being handicapped that way too.
Even in the best case scenario, you have a hero type that matches and you have an entire team of troops that matches too. You gain 2 Life every turn on four troops. It’s not interesting! Not when we’ve got things like randomly executing troops (Shadow tree) or getting triple damage on skulls (Fire tree).
And, finally, there’s actually a hell of a lot of these things, between the ‘on kill/death’ and ‘every turn’ and so on. There are, in fact, only four lvl100 talents total that aren’t a persistent or recurring stat gain, and one of them is +10 Life to Constructs so its on the same level. This makes choices very limited and boring.
Buff the hell out of them, remove them, or diversify them by having them apply to multiple troop types. (If they get buffed, do the same for Ysabelle too!)
I would like to see a totally different range of talents here, real game-changers like Fortitude and Fireblade.
Mana Link Talents
This is a less dramatic issue… I’m talking about “Magic Link” and so on. +1 mana on gem match.
Now while I do think these should be in the pool of talents… they’re all on the lvl70 tier. Which doesn’t seem right at all, because lvl70 has legendary-strength talents and Link traits are not that strong (would you pick a Link talent over Lightning Strike, the explosion talent? Nope). They could be as low as lvl10 or even lower. Lvl20 is a tough sell because that’s where the storm talents are, which would make for a lot of bad clashes… and lvl40 is still too high.
Move these down. Way down. Possibly (hopefully) into some of the space being vacated by weapon talents. This would also leave room for more exciting lvl70 talents, though alternatively some of the less powerful lvl100 talents could be moved down to lvl70 in exchange for more interesting talents in that range instead.
Traits, not talents.
Basically, the old-guard classes (and maybe some newer ones) have really underpowered garbage for traits, when we have other classes like Bard and Sunspear with god-tier traits. And it should not be this way.
Buff the hell out of the traits in question and/or redo them entirely.
Broad Spectrum “This Needs Help”
Talent Trees: Arcane, Death, Knowledge, Morale, Wind (and anything with an abundance of stats)
Talent Tiers: lvl5, lvl100
Classes (traits mainly): Knight, Necromancer, Priest, Sorcerer, Warden, Warlord