Level-based passive "Command" skill progression for stronger interest in other skills
After playing few games, it seems that almost all the firsts "level up" are spent to improve the command skill of any character (main or secondary). It gave me the feeling of all champions beeing a bit the same, especially in early game.
As new army slots is a must-have for any character build, my suggestion is to turn this skill as a passive improvement (every 2 or 3 levels for example) so the other skills would become more viable choices at each level-up.
Thanks for reading.
Comments: 15
-
18 May, '22
Lord of Riva MergedWhile I appreciate the thought of choosing between skills or more troops I do not think that the majority of levels should be spend on the one thing everyone needs, more army.
There is a relevant choice between troop availability and command but in most cases at some point in the game it's obvious to choose command over everything else.
I would suggest making command progress automatically in intervals you can even play around with this based on if that is fixed, based on wielder, based faction etc. -
21 May, '22
PhoenixI was thinking about the same solution, as I felt the same during the campaign. It was like a predetermined choice, which didn't feel good. However in skirmish mode, there was a true choice between the skills for me, and multiple times I didn't choose the command upgrade.
By the end of the game command will be needed of course, but that's the only skill that's always there upon every single level up, while you might encounter a different one you really want to get, like bonus spell damage for a caster.
Giving it naturally after x levels might hurt the balance of the game, but I still agree, that this field need some adjustment in the future. -
22 May, '22
CheehC MergedI agree fully. It's an illusion of choice and means characters don't really get to become powerful until level 10. Making levels 2-9 increase the command skill by 1 while allowing you to choose a different skill/upgrade on each of those levels would be good.
-
23 May, '22
Andreas Peter Larseni had the same idea!
-
07 Jun, '22
origo MergedYes. 9 levels to max out command? And unlocking additional army slots is very important. So the result is boring early game, where most of first 10 lvl skill choices are always command. Just give +1 army slot at every other level.
-
08 Jun, '22
Duncan McFarlane MergedCould also introduce character classes that affect command - say mage/necromancer/shaman with starting 4 units, maximum 9 ; hero/warrior with starting 5 units, max 10, commander with starting 6 units, max 12
-
11 Jun, '22
Magnus StoneTotally agree with this. I find that there are always more interesting choices than choosing command. But choosing command feels like a dominant strategy that will almost always result in a more powerful stack.
-
23 Jun, '22
TheBlasterPastor Admin"Command progression through level Progression not as a skill choice" (suggested by Lord of Riva on 2022-05-18), including upvotes (5) and comments (3), was merged into this suggestion.
-
05 Jul, '22
TheBlasterPastor Admin"Wielders gain command on level up" (suggested by CapitaineYolo on 2022-07-03), including upvotes (1) and comments (0), was merged into this suggestion.
-
14 Jul, '22
Desocupado MergedI think the base unit limit should start at 5, while Army Oriented Class Wielders from each faction should have +2 troop size limit and a research could increase further by 2 (in +1 increments). The non-leadership oriented Wielder Classes could have a stronger power to offset this. In fact each wielder should have a class power/specialization and a unique one.
On top of this each Wielder class should also have a common starting skill (so all Wardens could have spell resistance, while Commanders have melee combat and so on). This would make classes feel more consistent. Yes they would start at 2 skills. -
14 Jul, '22
TheBlasterPastor Admin"Remove Command Skill and make commander class more distinctive" (suggested by Desocupado on 2022-07-14), including upvotes (1) and comments (0), was merged into this suggestion.
-
18 Jul, '22
DudeBro MergedI would love to see stack limits act similarly to king's bounty. I think it would work really well in this game and add some much-needed value to having a high-level wielder.
How it could work in SoC: give each wielder a "command value" added as a stat. Command value would determine the max stack size of any given troop depending on how much command value the individual troop requires. The more command value on the wielder, the more troops they can bring into battle. Command value would increase with every wielder level, as well as from artifacts, skills...etc.
The first purpose of this change would be giving wielders a stat that scales as the game goes on, adding more of a progression feel to leveling up a wielder beyond just receiving another skill or army slot. The second purpose is an attempt to cast the stack limits mechanic in a new light. I like the mechanic as a concept, but I feel like it can be done better than just a hard limit that doubles with research. -
19 Jul, '22
TheBlasterPastor Admin"Rework of Troop stack limit" (suggested by DudeBro on 2022-07-18), including upvotes (1) and comments (0), was merged into this suggestion.
-
19 Jul, '22
DudeBroBro I hate this fucking admin mother fucker who just chooses what gets merged. Fuck this guy. Fuck this game. LEt it fail then
-
19 Jul, '22
DudeBroChanging my review to negative, fuck it all.