I've been playing FE religiously since its release. Here's my thoughts on some needed adjustments to balance and mechanics. I've settled into a VERY powerful strategy: Death Worship + a very magically powerful sovereign + corrupting every shard on the map to a death shard and harvesting it, then using Ceresa's Durge and wiping out all enemies just by looking at them funny with a solo sovereign, even ultra-powerful Gilden armies of barons and sons-of-the-forge. So maybe this strategy will get toned down in the future, but for now, it just dominates, and that combined with betrayers allows me to simply flip cities, (or just conquer them with Ceresa's Durge) sacrifice their people, and continue racking up mana. Anyway, here goes:
Curgen's Volcano: This spell absolutely needs looking into. It can be researched (so everyone can easily get it), costs a mere 500 mana (not a big deal by the time you can research it) and it can simply end the game by wiping out an enemy sovereign in one fell swoop. My suggestions:
1) It should not be researchable. It should require something along the lines of Fire+Earth Archmage levels of magic mastery.
2) It should cost something more like 1000 mana and have a multi-season cooldown. Or, it should only be castable by each sovereign once before it disappears forever.
3) It shouldn't be able to instantly murder enemy sovereigns (and thus their entire faction.)
And... other spells that can instantly destroy cities: FE takes civilizations "nuke" mechanic and dials it up to 11. It is a bit excessive. You don't really feel this until you play on a higher difficulty level and find an advanced enemy earthquaking all your cities into oblivion, which is simply not fun. Especially when you COULD HAVE simply done so with Volcano, but you didn't because that's dumb and way too easy. Oh, cool, my capital with several wonders is instantly gone. My suggestions:
1) There should be an essence enchantment on cities that protects them from enemy natural disaster spells. It would be researchable, but late game, and rather expensive.
2) If not an essence, then a unit ability that, when stationed in a city, offers some protection from those spells.
3) Or similar to 2, a city improvement.
Destiny's Gift: This spell can be used to buff a champion or sovereign to ungodly levels.
1) Its mana cost should be raised or...
2) It should have a cooldown of multiple seasons.
Paragon: The ultimate broken spell of brokenness. So, you're telling me, I can buff a champion to level 100+ basically just be repeatedly casting spells on it, and all it takes is a little mana? Plus, it's broken now. If you place your sovereign in a city, it doesn't lose HP. Hell, even if it did lose HP, you could buff it up with Destiny's Gift.
1) It should actually work and remove 5 HP from your sovereign.
2) And if your sovereign has 30 HP or less, it shouldn't be usable.
3) It probably shouldn't stack with xp% boosting items and abilities, since the tooltip says only one level.
Diminishing Returns versus linear formulas: Just about every number-based system in this game functions linearly. Rushing production in cities, boosting stats like dodge, spell resist, etc. It is very easy to have GODLY sovereigns and champions. You should absolutely still have them, but they should be godly because of the careful balance of equipment and abilities you put in them, not simply stacking stats easily to insane levels.
1) Permanent boosts to stats that function on a % scale should have diminishing returns, or a "soft cap." For instance, you get past 50% dodge, suddenly 1 point increase only results in 0.5 points increase, and so on as it continues to rise. Temporary boosts can stay linear, like a tactical spell you use to enhance these stats.
2) Rushing production in cities should take a look at how Civilization 4 does it. Huge cost for instant from zero, and an immediate drop on turn 2, with diminishing returns as time goes on.
By that same token, weak end-game enhancements that are weak because they're linear: Eventually, these essence enchantments and other bonuses that increase things by 1 are almost meaningless. Because everything is linear, nothing scales.
1) Review a wide range of bonuses and change arithmetic increases into % or exponential increases.
There's a lot more, but that's enough for now. Please share your thoughts.