Everyone here who is talking about how necessary and important the +experience bonuses is horrible at numerical analysis.
Something pretty constructive and well written. I'm actually horrible at math so i decided to do some, because I found your statement hilarious.
- Have a hero level 7 without any xp booster. Typical sidekick of a powerful hero/sovereign.
- Have him and his group win a battle against:
1 LvL 17 Drake, 3x3 LvL 9 Pack Drake, 1x4 lvl 9 Pack Drake.
- Have your LvL 7 hero gain 47 xp out of his 122 xp bar to level 8.
Result? Cry in a corner! A LvL 7 hero without xp booster needs 2.89 of these groups of drake to reach level 8.
How many,many of these group would it take to get to let's say level 11? How many groups would it be necessary to get from level 1 to level 7 in the first place ? How many groups of Drake and pack drake usually roam in our games? Why do you want to nerf heroes even more than they are right now by removing the only set of traits that let them catch up to decent utility and below average power on the battlefield?
The thing is without these kind of xp boost your sovereign would be level 8 by the time the game is over, probably quite underpowered and you would have needed to make scarifices in your build to take traits that are absolutly mandatory, rendering your hero pretty much worthless on the battlefield.
Your secondary heroes? probably ranging from level 4-7 depending on your settings (unless you play wanderlust).
Yes! And this is why I think sovereigns and heros should get to choose 2 spells/abilities per level instead of just one.
In the current state of the game a level 13 Sovereign would get 26 traits which would allow him to reach the end of one of his trait line, max his school of magic, pick up potential III, get some handy perk like life regeneration or spell mastery and still have a few points to play with. Interesting on paper but don't you think that would shift back heroes to a borderline op status?
Now in LH I just competed my first game and did not unlock a single powerful trait. It simply takes too long and too many levels to get them.
If by powerful trait you mean the ones that are at the end of the tree then it is pretty normal. Some fo them were randomly accessible in FE (just like stun, which felt nice) but not at every level.
Introducing a sort of scaling along with the ones already existing (hp, spell resist, spell mastery and accuracy at +1/lvl) every level depending on the type of champion could be a great way to get rid of all those +1 here and +2 there trait, allocating some at each level up. In all honesty, it feels lackluster to have a Fire Archmage with ~80 spell mastery if you don't take spell mastery traits or don't have any equipment to boost this stat; lackluster to have your warrior finally reaching 13 attack only to realize a couple of city defender units with clubs would easily dispose of him; etc
For instance:
Mages: Spell mastery , HP or Dodge , Initiative or Spell Resist, Spell mastery or Spell damage and so on every level AND a trait.
Warriors: Initiative, Attack or Initiative, Attack or Defense, Crit chance% or Armor Piercing%.
And the list goes on