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Alchemy is essentially a use item class compared to the others being unit based. From what I saw of old users games, this ability let them steamroll the game most of the time.
The Artificer and Demonologist actually fall into the same category, of not having their own units. (Units you'd associate with each are actually tied to their spellbooks.) You can get demons and glyphs from shops after all.
I count anything that is pretty much baked into the class as their units. Technically now every class can summon whatever units they want with the new update on picking a second craft, but it's not the same to me. Basically when I pick this class, I'm going to focus all of my energy into building that mechanic and nothing else. Otherwise, what's the point of having factions? The point is "This faction has things that it can do and you as a non-faction cannot." That is my mentality about it. I know this game is very liberal with allowing total unit freedom to an extent, but to me it's such a pain in the ass to use units from other classes because, as you said, you have to either stumble upon the spellbook or travel halfway across the map to buy the unit that may or may not be on sale.
I don't see it. Way too much micro in my opinion to be appealing. Hence why I think it should just be a craft that all classes can do because it's not really specific to itself. What they also could do... make the alchemist class elves. That would make a lot of sense in my book because elves are usually a nature based class. Have a bunch of elven units that you can hire from the alchemist building, make a druid class that has a bunch of summons, make fae summons and a nature spellbook. Like this is all just basic fantasy, it really isn't hard to come up with. And please don't counter that statement with "Oh well they're trying to do their own lore" All of the classes follow a very basic fantasy class that is used in numerous fantasy games. It's not that original.
Try playing a Random Mage, and you might end up with some wonky combinations that might not seem to work (at first).
Properly using all the classes takes quite a bit of micromanagement, albeit in a different way for each.
All of this micromanagement is agnostic of the spellbooks chosen. Some spellbooks may make things easier or add more things you should do each turn.
You didn't read what I said. I literally said the same thing that technically the devs have made it to where there isn't exclusivity in some form or manner, it's about ease of access. I also addressed that point too.
But you can make a alchemist with the occultist spellbooks if you want (summon demon units). Spellbooks and crafting skill are separate. So Artificer and Demonologist does not have any units either. You do not need to choose being able to select a extra crafting skill because its not related.
Heck even if you don't make a custom mage you can easily find those same spellpages that summon units in the game regardless of crafting skill.
Perhaps this?
This only applies in some circumstances, like playing on the large map (rather than the scenarios) and going into the game with a rigid plan in mind. And of course, if you are buying a unit, it has nothing to do with the class.
I don't think you're understanding what I mean. Yes NOW there are smaller maps. If you're playing a shorter game, it's not as big of a deal. However, that's not what I'm playing this game for. This is a gripe that I have with a lot of 4x games now a days, they really despise making properly tiered units in my opinion. To me, and evolution system is a much more comprehensive way to entice leveling up your units, making all units useful and not boring/utilized in one specific scenario, and making really fun late game matches. This is what appeals to me with necromancer/demonology, they have super bad ass final tier units that always make my grind up to them worthwhile. I love working my way up to having a full team of badass OP demons that I can just wreck house with. Watching them grind the map to an empty field is just endless entertainment for me.
I dunno if that helps give perspective on why I have the criticisms that I have and why I favor trying to keep each faction specific to their own specialties. Does that make them a bit one dimensional? Sure. But it's a dimension that I want to focus on when I pick said faction. When I pick artificer, I want to specialize in having super beefy units mixed with a construct that rounds off the damage/tank that the team might be missing. When I play necro, I want to overwhelm the opponent with hordes of undead units that make the field their own by turning even the enemies own dead against them. Demonologist, I want to morph these weak puny beginner units I'm using to gather resources into the OP field decimating demon's that each can overpower anything because they're all around beefy and strong damage wise.
However I found that there are some artefacts that can be crafted and thats a great Idea - add a "alchemy kits" providing new skills. Maybe even new weapons? Flamethrowers? Grenade packs?
Would be also worthwhile to have potions permanently rise unit stats up to certain level obviously.
There can be much more fun with alchemy then using consumables all the time =/
Just take some examples from Pathfinder idk.
Also wanted to mention Fell Seal approach to potions, one of great examples how to make pots not boring and overhoarding.
Right now I just never pick that class as its less engaging and more tedious compared to others.