To be fair, the issue here is that people are worried that if everything is balanced, then nothing will actually feel unique or different from one another.
Well, the uniqueness lies in how you play with said mechanic and what kind of strategies it enables.
i.e. I could play a build based around Morale or one based around Alpha Strike damage.
But either one should be able to beat the other without it being massively one-sided.
Cody, I respect most of your opinions about this game. But some of the ideas you have take a nerfbat to my favorite parts of the game, form traits included. Remember when you mentioned that +2 def and +2 res were overpowered traits, even though they each take away 2 points from faction creation?
Well, they nerfed those form traits, and although annoyed, I could see the argument there. Form traits should be key to battle success, and there should be a reasonable balance to their skills and powers. Although there could be levels to def and res like +1, +2, or +3. There's not a lot of options to specialize in those stats or hp.
This is boring. +1/+2/+3 for 1/2/3 points is boring. I have nothing else to say about it, I am against such bloat options.
I disagree, very strongly, with the idea of unequipped Champs, wks, ES taking on unequipped Dragons and Giants in single combat. That goes against the concept of asymmetric balance.
Who said anything about them being unequipped? Who even named any levels or skills or classes? Not me.
I said the rulers need to be balanced throughout the course of the game, as an entire package.
This means if a Dragon Lord is stronger early game, they should taper off in the mid-late game.
If a Champion focuses more on army, they should be impactful enough on their units to pull out a win.
If Giant King is a crafter, they should have less personal power (they empower their Heroes and army).
But in the current state of the game Giant King does
ALL OF IT better than literally anyone else, during all game stages.
Meanwhile Wizard King does nothing. I'm sorry, but they are weak unless you're double casting T5 spells every other turn.
Things are only OP if they cannot be stopped, by no tactic.
They are not OP just by doing something best in class.
And these are the problems. These are the things I bring up and wanted addressed.
I just cannot write an entire thread worth of explanation for everyone every time I post...
I have no issues with Knights, none of the multiplayer guys actually do. They are fine.
Stormbringers were OP because they beat everything else from T4 tomes, even T5 units.
Cryomancy is OP because nothing in that tome is weak and it all stacks together.
Try opening Cryomancy vs opening any other T1 tome, the tempo difference is insane.
And no, the units aren't countered by Fire damage, as much as I wish this was true.
The amount of tempo gained early game just creates a big snowball advantage for you.
While you have a full army of T3 Snow Spirits, your opponent barely has half an army.
Or you're simply so far ahead in resources/tech that you're fielding T4 units already.
These are the kind of problems I advocate for, the things that are massively unfun.
The most recent DLC has created new issues with Landmarks, Shops and Artifacts.
Nevermind the T5 units from a Silver Wonder that grant an OP battlefield aura...
These rewards are basically once per player. So you get them and become unstoppable.
Even though everyone gets a Shop. They're all different and the options are random.
So by pure chance, pure RNG, you can get amazing options. While your opponent gets bad ones.