LPhillips,
LPhillips wrote:I disagree with swapping items for different battles generally speaking, not just in the specific examples given. I think if you consider the possibility of items with self-balancing negative and positive attributes, the concept of choosing your equipment for a turn and living with your choice becomes a very potent and important game mechanic. It's also important not to let any hero juggle items in a single turn to utilize all of the attributes of his collection without any of the inherent downsides (say for example choosing a weapon with special abilities like anti-air and missing out on using his leadership item). I think those choices need to have real consequences, and if they do then it will open the floor for truly powerful items to enter play. It may or may not be the direction the creators want to go, but it really ups the ante on hero combat both turn-by-turn and in the long run. Scouting before moving out your best heroes is already vital, and that's really what we're talking about.
Now, it's a different way of looking at things to be sure. But I think it's a very positive evolution for a turn-based strategy game, if you look at it in terms of opening up the item system's horizons.
I agree 100% with your reasoning. Right now with the huge backpack a hero is like a golfer. He simply sizes up his shot (battle) and then then selects his clubs (items). Rinse and repeat. Since the defender can't do that it's obviously unfair.
However to fix items, it has to be done in a very easy way without overly burdening down the game forcing players to run through their many heroes checking items every turn. The simplest way would be to 'fix' the items at the time of the first battle the hero enters. Up till then you could swap items as you please but once you enter battle the items would be fixed for the rest of the turn for that hero. Then you'd only need a warning pop-up before battle to confirm the heroes item choices for the turn. The only caveat is that if your hero searched a ruin and found a new item (or got one from a quest reward) you'd have to allow them to equip that specific item if they wanted (see, already an exception to the rule. LOL).
LPhillips wrote:Superfluous... I think it's actually a solid ability for a high-level unit. It's important to have strong abilities that are not polarized, so that high-level units do not become purely situationally valuable. Having to acquire specific high-level units to counter specific hero types and abilities is too heavy-handed. I think you'd find battles drifting further into the realm of luck and tactics with no room for general strategy.
Actually DLR managed to do this with a lot more abilities than Warbarons has and it has no Negate skill. Negate worked well in a simple system like War2 with limited bonus's and units. But the more Warbarons evolves the less use it has as there are simply other ways to counter a skill without the specific counter due to more bonus's/skills etc.
LPhillips wrote: The ability to Negate rather than supplying a counter that may or may not weigh in against particular units and heroes is what makes Archons a truly high-level unit. Overarching abilities must exist to validate the existence of upper-level units. Basically it would be like reducing Dragons to a terrain-based group bonus so that you need specific types of dragons in specific situations.
Except that the current system doesn't require the specific counter. For example if you have a DK with +10 Chaos giving your opponent -10, all he needs to counter it is a Dragon with +12 morale. Since those numbers are applied directly (12-10=+2 for you) you are better off with a Dragon than an Archon which is just Negate 12 = 0. The same with using Fear and Chaos to overcome city walls. No need for siege when a Medusa (Fear +5) and DK (Chaos +3, going as high as 16 eventually) gives -8 to the enemy basically negating all the +10 wall advantage and more than a +5 wall advantage. Right now all the bonus's freely substitute for one another except for Siege (something LichKing and I discussed in a REALLY long thread a couple months ago in an effort to design a better bonus system) making Negate superfluous.
For example lets say your opponent has a stack with a Medusa (-5 fear) in it and you want to counter it. How can you do so? Well here are some of the ways.
1) Make a Medusa of your own. Both sides get a -5 bonus which is effectively 0 for both sides.
2) Make a Pegasi of your own. You get +6 Morale to counter to the -5 Fear giving you +1 overall.
3) Bring in a L1 Paladin. You get +4 Leadership to counter the -5 Fear giving you -1 overall.
4) Bring in a L1 DK. You give a -3 Chaos bonus to the opponent for an overall effectively -2 to you .
5) Make a Crusader and Yeti of your own. You get a +3 Morale and give -2 Fear for an overall effective 0 to both sides.
6) Bring in a L1 Paladin and make a Crusader. You get a +4 Leadership and +2 Morale for an overall +1 for you.
7) Bring in a L1 DK and make a Yeti. You give the opponent an overall -3 Chaos and -2 Fear for an effective 0 to both sides.
In other words any combination of bonus's that add to 5 works to effectively counter the Medusa -5 Fear.
Lastly you can of course make a Devil with Negate +10, Fear +2. You give a -2 to the opponent from the Fear.
I imagine for new players all these bonus's are bewildering especially when they freely substitute and Leadership/Morale stack (but not 2 Morale unit or not 2 Leadership units) as do Fear/Chaos stack. Then on top of it you have Negate for both. I would guess they find the system overly complicated and might wonder why it is that Siege is the red headed stepchild that can't substitute like the others can.
LPhillips wrote:I finally understand your proposition now. Hero abilities should always be applied first. That should be a common principle across the board.
Correct. Along with Fear/Morale before the Devils power comes into play.
KGB