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Additionally, with how they are creating classes there are at least two prime versions that can be made, so one version of a class could fit with with order/materium, and one version could fit with astral/nature.... etc.
I think it's an awesome gesture to their players that they are including these two new classes. It seems clear to me at least that they are listening and responding to some of the strongest requests.
And in order to split them apart you need more stuff to fill out their trees -- druids could have an animal side in addition to the current plant skills, clerics could have the current healing side and a buffing side or some spirit-based smiting, necromancers could have undead specific heals/buffs in addition to summoning/raising and probably curses, etc. A lot of that already exists in spells or tome units, you just need to give the relevant hero class the ability to duplicate some spell effects as active abilities (or have stronger/upgradable versions of the regular unit skills). Well, I say "just" but it's a ton of work to implement and ten tons to balance.
Ultimately I think it would be more interesting to not have heroes bound by the empire affinity, but leave it up to the player whether to hire "outsiders". You don't *have* to take a DK/necro in your Pure Good Order/Nature faction, unless you can't afford to shuffle and even then there will probably be some unaligned classes for hire.
Need a few more that mix more classes. Like still need a mix of support and melee/magic/range. And magic with range.
Would also be nice if the tome skills came back. Just toss them in a bar on the left, same as the affinities.
Beyond that, a focus on churning out more hero classes means that other aspects of the game will get less attention and development, and I'd rather see an overhaul of some of the other systems that could have a much bigger impact on general gameplay - in particular, diplomacy/alliances/deal-making could use at least as much of a facelift as heroes have already received.