Posted June 18, 2016
Hollla :)
I've started to level both an Healer & a Swordman at the same time, yet that Swordsman is now lvl19 while the Healer only lvl 15. And I'm finding it increasingly difficult to keep the Healer alive although he is shielded completely against meleeattacks, a bunch of horseman usually kill him firstround.
The problem lies within the way how XP & its bonuses are distributed among units.
1. XP-distribution:
A Healer never gets any bonus-kill-XP. Ironically my Swordsman is NOT a great damagedealer but rather a tank, and I play stand-your-ground with him and let the enemies come. He basically only kills stuff that is just a single hex away from him. Most enemies are killed by ranges.
Perhaps the XP from counterattack(s) is being reflected here as well, a Healer basically does 1, only 1 thing for your turn + the opposites turn.
2. Stat-distribution: [this may not be a complete list, I just list from out my current game development]
Swordman (in this example could be any melee-only type of class) becomes elligible for:
- Attack/ Counterattack
- Stamina/ Moral
- Defense/ Range Defense/ Resistance
- Hitpoints
Special: Parry & Forced March
Total: 9
Healer:
- Attack/ Counterattack
- Stamina/ Moral
- Defense/ Range Defense/ Resistance
- Hitpoints
- Ammo
- Specials: Healing/ Recuperation/ First Aid
Total: 12
Conclusion:
All attributes gained by Swordsman are useful to very useful for him. They always add to his ability to tank or kill an enemy.
Healer has several attributes that are useless to completely useless; these are: 1.Attack 2.Counterattack 3.Stamina 4.Moral 5.Defense - that is 40% of all elligible stats (!!!)
And because of this, the chances of getting good necessary stuff like:
-Range Defense -Hitpoints (these 2 mark his survivability; Resistance is already high enough) or
-Healing -Ammo -Recup -First Aid (these 4 mark his functionality)
are severely handicapped/ diminished.
The Healer currently only has 12 HP. This is far too less, and First Aid or Recup are borderline useless because they require him to rest. Nothing a Healer does requires alot of Stamina, and high Resistance also saves from being targeted by Fear/Fatigue.
I don't wanna build a super-1-button-heals-everything Healer, but instead if points that currently are spent on OFFENSIVE attributes could be spent DEFENSIVELY then I wouldn't have to constantly babysit a char thats well beyond enemy strengths, and perhaps, could autoresolve battles more.
I've started to level both an Healer & a Swordman at the same time, yet that Swordsman is now lvl19 while the Healer only lvl 15. And I'm finding it increasingly difficult to keep the Healer alive although he is shielded completely against meleeattacks, a bunch of horseman usually kill him firstround.
The problem lies within the way how XP & its bonuses are distributed among units.
1. XP-distribution:
A Healer never gets any bonus-kill-XP. Ironically my Swordsman is NOT a great damagedealer but rather a tank, and I play stand-your-ground with him and let the enemies come. He basically only kills stuff that is just a single hex away from him. Most enemies are killed by ranges.
Perhaps the XP from counterattack(s) is being reflected here as well, a Healer basically does 1, only 1 thing for your turn + the opposites turn.
2. Stat-distribution: [this may not be a complete list, I just list from out my current game development]
Swordman (in this example could be any melee-only type of class) becomes elligible for:
- Attack/ Counterattack
- Stamina/ Moral
- Defense/ Range Defense/ Resistance
- Hitpoints
Special: Parry & Forced March
Total: 9
Healer:
- Attack/ Counterattack
- Stamina/ Moral
- Defense/ Range Defense/ Resistance
- Hitpoints
- Ammo
- Specials: Healing/ Recuperation/ First Aid
Total: 12
Conclusion:
All attributes gained by Swordsman are useful to very useful for him. They always add to his ability to tank or kill an enemy.
Healer has several attributes that are useless to completely useless; these are: 1.Attack 2.Counterattack 3.Stamina 4.Moral 5.Defense - that is 40% of all elligible stats (!!!)
And because of this, the chances of getting good necessary stuff like:
-Range Defense -Hitpoints (these 2 mark his survivability; Resistance is already high enough) or
-Healing -Ammo -Recup -First Aid (these 4 mark his functionality)
are severely handicapped/ diminished.
The Healer currently only has 12 HP. This is far too less, and First Aid or Recup are borderline useless because they require him to rest. Nothing a Healer does requires alot of Stamina, and high Resistance also saves from being targeted by Fear/Fatigue.
I don't wanna build a super-1-button-heals-everything Healer, but instead if points that currently are spent on OFFENSIVE attributes could be spent DEFENSIVELY then I wouldn't have to constantly babysit a char thats well beyond enemy strengths, and perhaps, could autoresolve battles more.