Well i'll try to be fast and clear. I've 240h of closed|open beta under my belt, i play all three race and i enjoy them all but there's something this game really need to fix to prevent some frustrating situation. Let's go.
1) Favorable Auspicies need to change into something else. From automatic success to a +xx% bonus on the next roll or just a reroll of the next roll.
"This is one of the most broken and frustrating stuff in the game. It turn all the game into a turtling feast for alhan and completely shut down any fun in the game. A competent alhan player can nuke any unit around the map with that 1% to 100% skill. Play 2 valky and 2 archer is like cheating now, and very frustrating for enemy that had to completely go mad to counter that combo. (when it's possible. For Undead army is automatic loss, while wolfen had some chance)"
2) Harrassment is bugged and allow wolfen to exploit the game with an hit and run tactics in a way that's not fair. I think that harrassemnt stance when you hit the button and shot would let the unit to just move his MOV rate and not all his remaining RUN rate. (I'll suggest to change mov rate for Crossbowman to 5 like in miniature game and maybe improve their strenght from 10 to 12-13)
"This is another skill that turn the game into a frustrating feast and turn down the fun. For a wolfen especially vs undead army where he win initiative most of the time he can just kite and snipe enemy unit till a draw or a win, no matter what enemy do. This added to their mobility made crossbowman one of the most broken stuff in the game"
3) King of the hill map can be exploited. The 3 point needed right now is too low and allow wolfen to almost autowin every match. I'll turn the point needed back to 5
"This mission like it is is more a rush for the win that made this mission very frustrating because you basically have just one strategy all the time. Wolfen run inside and you had to made some magic move to prevent them from win. No really any other strategy like flanking or interdiction is aviable. 5 point would allow a more wide spectrum of approach to this mission for everyone"
4) Iconoclast skill miss something. It's nature, that's different from orthodox skill made it more difficult to gather faith point. In the miniature game the faith aura of iconoclast priest was 150% of the normal orthodox ones. I'll suggest to add a +1 or +2 range to the iconoclast skill for the aura of faith.
"As it is iconoclast monk are way more underpowered compared to orthodox ones. that's evident when you try to use the salueh priest where you need to run into enemy lines to get some faith. And especially vs wolfen that's mean you're in a charge range of some wolfen and this generally end with the departure of the priest. I think this improve in iconoclast range will not overpower undear priest but just allow them some boost they really deserve. There's no problem for them to become too much powerfull as all priest have a CAP for their faith point"
5) Turn limit for deathmatch need to be improved to 12, and maybe to 10 for VIP mode.
"So many deathmatch can end with a draw if one side choose to force it. I think that turn limit is ok when it's needed to prevent infinite game, but a limit of 10 is too low to allow a regular balanced match to reach his natural end especially at 800AP army size, but also at 400 sometime 10 are just fine. In the VIP map 8 turn could be too few, 10 would be ok in those situation where one side charge but fail to kill vip but then the opponent don't have time to reach the enemy VIP. this happen often with wolfen and turn the game in a win-draw situation for wolfen also in those mathcup. (You can't don't turtle vs wolfen due to their mobility. They just wait the right moment to try to kill your VIP with a rush, if they success they win otherwise you can't reach their VIP that meanwhile is on the other side of the map)"
6) Cost of magic power at lv5 is too high i would low it from 10 to 5.
"It don't deserve an increase from 5 to 10 cost, because the lv5 magic power just improve your mana pool, while the lv3 improve your mana pool AND your mana regeneration. Probably is more 10point LV3 and 5 point LV5 thant 5-10, but i think that +5 and +5 would be ok. Like it is almost no one want to lvup his mage to LV5"
Those are just some changes that i think are pretty urgent for improve the game, many others i would like to share with you all and especially developers but those imo are pretty important and need urgent solution to improve the fun.
I know that probably all those fix putted togheter would slight favore the undead army but i don't think this would breack the balance but just improve it and the possible tactics and solution for everyone.
I would like to know the community opinion about that, but keep in mind that i don't wrote those to favor one of my company, i play all three race with same fun, but i just find that some is too strong or too weak for some and i would like to allow everyone enjoy his company without any balance issue. The goal is to improve the fun for everyone!
1) Favorable Auspicies need to change into something else. From automatic success to a +xx% bonus on the next roll or just a reroll of the next roll.
"This is one of the most broken and frustrating stuff in the game. It turn all the game into a turtling feast for alhan and completely shut down any fun in the game. A competent alhan player can nuke any unit around the map with that 1% to 100% skill. Play 2 valky and 2 archer is like cheating now, and very frustrating for enemy that had to completely go mad to counter that combo. (when it's possible. For Undead army is automatic loss, while wolfen had some chance)"
2) Harrassment is bugged and allow wolfen to exploit the game with an hit and run tactics in a way that's not fair. I think that harrassemnt stance when you hit the button and shot would let the unit to just move his MOV rate and not all his remaining RUN rate. (I'll suggest to change mov rate for Crossbowman to 5 like in miniature game and maybe improve their strenght from 10 to 12-13)
"This is another skill that turn the game into a frustrating feast and turn down the fun. For a wolfen especially vs undead army where he win initiative most of the time he can just kite and snipe enemy unit till a draw or a win, no matter what enemy do. This added to their mobility made crossbowman one of the most broken stuff in the game"
3) King of the hill map can be exploited. The 3 point needed right now is too low and allow wolfen to almost autowin every match. I'll turn the point needed back to 5
"This mission like it is is more a rush for the win that made this mission very frustrating because you basically have just one strategy all the time. Wolfen run inside and you had to made some magic move to prevent them from win. No really any other strategy like flanking or interdiction is aviable. 5 point would allow a more wide spectrum of approach to this mission for everyone"
4) Iconoclast skill miss something. It's nature, that's different from orthodox skill made it more difficult to gather faith point. In the miniature game the faith aura of iconoclast priest was 150% of the normal orthodox ones. I'll suggest to add a +1 or +2 range to the iconoclast skill for the aura of faith.
"As it is iconoclast monk are way more underpowered compared to orthodox ones. that's evident when you try to use the salueh priest where you need to run into enemy lines to get some faith. And especially vs wolfen that's mean you're in a charge range of some wolfen and this generally end with the departure of the priest. I think this improve in iconoclast range will not overpower undear priest but just allow them some boost they really deserve. There's no problem for them to become too much powerfull as all priest have a CAP for their faith point"
5) Turn limit for deathmatch need to be improved to 12, and maybe to 10 for VIP mode.
"So many deathmatch can end with a draw if one side choose to force it. I think that turn limit is ok when it's needed to prevent infinite game, but a limit of 10 is too low to allow a regular balanced match to reach his natural end especially at 800AP army size, but also at 400 sometime 10 are just fine. In the VIP map 8 turn could be too few, 10 would be ok in those situation where one side charge but fail to kill vip but then the opponent don't have time to reach the enemy VIP. this happen often with wolfen and turn the game in a win-draw situation for wolfen also in those mathcup. (You can't don't turtle vs wolfen due to their mobility. They just wait the right moment to try to kill your VIP with a rush, if they success they win otherwise you can't reach their VIP that meanwhile is on the other side of the map)"
6) Cost of magic power at lv5 is too high i would low it from 10 to 5.
"It don't deserve an increase from 5 to 10 cost, because the lv5 magic power just improve your mana pool, while the lv3 improve your mana pool AND your mana regeneration. Probably is more 10point LV3 and 5 point LV5 thant 5-10, but i think that +5 and +5 would be ok. Like it is almost no one want to lvup his mage to LV5"
Those are just some changes that i think are pretty urgent for improve the game, many others i would like to share with you all and especially developers but those imo are pretty important and need urgent solution to improve the fun.
I know that probably all those fix putted togheter would slight favore the undead army but i don't think this would breack the balance but just improve it and the possible tactics and solution for everyone.
I would like to know the community opinion about that, but keep in mind that i don't wrote those to favor one of my company, i play all three race with same fun, but i just find that some is too strong or too weak for some and i would like to allow everyone enjoy his company without any balance issue. The goal is to improve the fun for everyone!
~ work in progress ~