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On that note, Battledance is pretty trash until you upgrade it, giving your melee potentially 4 attacks every turn. Upgraded engage needs a bigger range also, but this works great with Trap playstyle. (sharknado, ambush, vigilance, etc) esp. in tight spaces
There are many ways to min-max, not all of them are as strong, but that's what makes it fun and engaging. If you want to destroy the campaign with 3 clone warriors, that's all on you.
I disagree with a lot of what OP says, but warriors are by far the easiest class. Mystics and hunters can for sure be just as powerful, but you have to know how to build them, warriors you can just slap together abilities that sound good and you'll be golden.
also yeah, daggers are garbo, flanking might just need a rework to make them viable though. Perhaps change it from needing to be hit to be engaged to just having another person in melee range?
Spears/greatspears also could probably use a tiny nerf, the extra range is just so valuable, perhaps other weapons just need a buff instead?
overall the balance is fine imo, it's perfectly playable and every class feels valuable, there are just some small but noticeable balance issues.
I cut some points to save space.
Hunter in not useless - They are RNG proof unlike warriors.
You can get a warrior with low speed, low melee accuracy, low reach, i had warriors that never had any of the high tier abilities. But still, he got crystal in his eye and the swift eying he began to be useful. Than with levels he was valuable pick.
Now Hunter doesnt really need abilities to work good. His biggest drawback is slower leveling than warrior. On lunch campaign difficulty, monsters gain power faster than you can level up, but starting from level 4, you can deal solid damage to even 3/4 armor enemies - regardless of class.
Dont really know why play mystic with a crossbow - plaything wise. But once again, leveling. Before you get damage bonus enough to overpower monster cards...
Basicly the break event point for all classes is level 4. 160 XP for warrior, 244 for hunter, 288 for mystic - that is based on Damage/potency. Fun thing - when mystic reaches level 4, warrior is 12 XP short to level 5.
I agree with most of your points, but plaing on hardest difficulty im starting to wonder how would the game look like if all my recruits were warriors. All i know is that my Crow legacy hero can taxi new recruits though any random encounter.
Game saddly feels either so easy, or... unplayable.
General balance yes, but it can be extreme GOD or extreme crap.
I find that when a hero reaches level 4 he can deal with any enemy even on late chapters. Problem is that mystics want to retire at level 3 if you dont play promoted legacy or have lucky events.
I think warriors are a bit ahead of the curve for balance but I don't think it's that drastic. Mystics are often one of my biggest damage sources especially with the ability to start fire and elementalist rolling the fire across crowds. It's hard to get good sources of AoE in this game. Other times mystics that summon and explode trees tend to be an amazing source of control. I will say my favorite to mystic builds about removing luck of the environment from the equation so I can't say environment reliance isn't an issue.
I find your tiers rating warriors abilities to disagree with mind a lot. A combo Zealous leap, battledance, and untouchable was my strongest warrior I've had so far. Always getting in double attacking and surviving the counter attack. I also give engage a high rating not for the taunt but for the armor+control. I found broadstrokes damage to be low for the AoE compared to just having a mystic in the right spot. This game is mostly position so being in the right spot isn't an abnormal requirement.
I like daggers. The last time I killed a huge boss in round one it was because of 2 very mobile hunters using daggers. They are high risk high reward, but I've done well over 20 damage and flipped back to the grey plane with a single attack as a rogue with a dagger.
Some fights favor some classes. Sometimes if everyone could just flip to the grey plane and move at hunter speeds a mission would be super easy and other times someone goes off alone and bumps a bosses butt again and again to get them into a spot and feel warriors are the most important part.
Also I generally just roll for a charisma or tenacity bonus when not pulling from the legacy. The bonuses end up pretty slight by level four.
Mystics get +20 Retirement age. I can do a full 5 chapter campaign - maximum peacetime - and it would take something like a -20 Retirement age just to see the starting mystic even consider retiring.
The starting mystic in the "Bones of Summer" campaign is likely to retire - because he literally starts at 50 years - +30 over baseline.
You don't even need to commit a full other unit turn to setup the flank, as if you use say, throwing daggers or axs in your off hand, or any theme based swift action like Crow peck/Wolf bite,, you can use a swift action to prime a direction, then use a single action move to flank, and then get the backstab bonus all with a single character's turn.
Hunters have few options for AoE/multi-attack:
Mystics have
But the upgraded version scales 1:1 with potency, which is one secondary stat mystics get a ton off. You are basically walking and enemies just desintegrate all around you.
It's damage picks up and he would walk next enemies and then still have his other actions to perform. It was a lot better then I expected it to be.
I've never actually tried vigorflow though. I imagine it's nice for bows and transformed mystics.
I haven't really had abilities I grabbed and just found useless but some abilities I found too situational to choose frequently. Compulsion being a good example because it was great when I had a setup that used it. Mythweaver was another example, because it was great when something existed it interacted with but there isn't a skill like arches or ignite for mythweaver to produce the interaction when it's missing from a map.
Similar Humanitst works realy well with Morthagi as main foe - plenty of tools to weaponize.
I found compulsion most usefull on a Crystall Transformed one - "Walk closer, I want to hit you with my sword!"
So Stalwart+ makes you immune to fire as well? In that case, it might be worth it. Still, it's two ability points on a defensive tool.
And what advantage does Celestial offer for a Warrior?
- Wolftouched
- Crowtouched
- Beartouched
- Elmsoul
- Child of the Hills
- Shadowed
Ranged Transformations
- Celestial
- Flamesoul
- Stormsoul
- Botanical
- Sylvan
A bit of Both
- Mortifical
To date, I've never seen any "Trash" abiltiies.
When you first take an ability they are often Mild in what they do, but they fairly quickly ramp up, especially if you go for the upgrades. As an example, I've recently been playing a Raider or two and been able to hit as many as five targets that were hanging around a larger piece of scenery before then attacking with my main attack.
The Reaction lines (Vigilance, Paladin, Sentinel) are good, but every ability in this game is good.
As to Hunters, taking two actions to toss bundles of Quellingmoss+ out to lay down Poison 6 in one round on 3-6 targets.
Jumpjaws to cover a flank so you can focus on visible targets instead of worrying about/searching new ones.
Throughshot being very reliable AoE
Mystics? Spiritblade to grant bonus attacks, Splinterburst is one of the easiest to get AoEs in thegame. Vigorflow + Openmind creates some absolutely devastating snipers. Calcify and Soulsplitting make for extremely survivable mystics. Sharktraps I've seen just destroy 4-tile enemies that took one step and hit three tiles worth of trap.
Synergy is pretty important in builds. You have to consider what you have and pick Abilities that work well together as much as you can. But even if the rolled abilities don't offer precisely what you're looking for, you end up getting something that is worthwhile.
My suggestion is to stretch yourself, deliberately take abilities you usually avoid and try them out. I've been doing that a lot lately and it's been working very well.
In these kinds of games, nothing is quite as important as reliability.
In fact I only learned this watching PeteComplete paly XCOM1, but grenades (like Flanking attacks) do have a 100% hith chance for 4 damage. Which - even at a lone target - can be worth way more then potentially dealing 8 damage.