JoeTheBartender: /Snip rest assured that there will be something you'll like or something that'll fit if not in the current patch then in future ones.
JoeTheBartender: /Snip More avatars are planned though, including a Scorpion Priest.
I am content with the current selection, but seeing new additions would be great all the same, which makes me happy to hear there are no plans of stopping in that regard. As far as I recall, the model in question needs to have a 'casting' animation in order to work as a Hero? If that is the only requirement of note, I'm sure you folks have already thought of most of the following:
Rune Priest for Dwarf/Dark Dwarf?
Summoner, that Daemon General, for Daemon/Dark Elf/Undead? Perhaps with a black robe and white or grey headwear?
Spider Priestess, obviously for Dark Elf, but can likely work for Undead and some others too?
Ice Maiden for High Elf, maybe a green-robed one for Wood Elf/Fey?
Naga for Ssrathi, possibly Plague as well?
Goblin Shaman for Orc?
Moonlord for all Elves, Fey, Knights and Empire? A little paint and the guy can go in a lot of races I think
Minotaur Shaman for Minotaurs, I for one would greatly appreciate this one, as 'Minotaur Battlemage' is one of my favorite things to play as.
I'm just horking up as many ideas that came to mind, didn't really consider how difficult any of them might be to implement, though I did try to pick ones that could fit into multiple races rather than one-offs.
JoeTheBartender: In TPC Pyromancy is more of an offensive spell sphere that focuses on damage and destruction. It was decided that the vanilla spell list had one buff spell too many and Soul Flame got kicked and replaced with Rites of Dawn. As for Berserk we felt that as it sacrificed the user's own units, it fitted Chaos Magic more in general and got shifted there /Snip
I am sad to see Soul Flame go, but given the past decisions to tone down things like the Training research, I guess I can see one reason to axe quick XP gains for multiplayer reasons. I think. Not a dealbreaker for me at least.
I am however slightly fanny-flustered about Berserk being moved away from Pyromancy and over to Chaos. But then, I really liked Pyromancy because of its mixture of damage and support spells. And I'd say nothing quite says 'damage and destruction' like setting your own dudes on fire to make them fight harder, as far as I'm concerned. To see Berserk removed only for a, from my point of view at least, extremely gimmicky spell such as 'Rites of Dawn' is a bit frustrating. But then, Berserk was one of my favorite spells ever, and I've never really been a huge fan of Chaos magic, so I am quite biased in this matter.
I'll deal, but I will probably not make Pyromancers as often as I once did. Though on a more positive note, I got to say you managed to redeem Ice Magic in my eyes all because of a single spell. Ice Magic have, to me anyways, always felt incredibly lackluster and I've never wanted to play around with it due to its spell selection. Frostblades, or whatever the +Armor/+Cold Damage buff was called, was a big enough thing for me to consider picking up an Ice Mage. Or at least give Elementalist a try. I like buffs.
Though speaking of buffs, I notice that Stoneskin give +20 Armor at level 1, while the tooltip says +10 I believe? It is an incredibly powerful spell, and it makes Defense Lore from Divination feel weak in comparison. I assume this is an oversight of some sort, either the value of the buff or the description itself. My Minotaur Runemaster certainly ain't complaining, but it does feel a bit off all the same.
Likewise, I noticed a sharp decline in the +Level gains for spells like Group Heal. I could understand 50 base and +50 per level was too strong, but I feel torn about getting my usual White Mage retinue after the change. If it was 50 base and +25 or +20 per level, or 60 base and +20 per level, that'd be decent enough in my book. Admittedly, this is a very specific case, and more for singleplayer than multiplayer purposes, so I'll deal if no changes will be made in that regard.
But while I am at it speaking about Retinue and scaling spells, would it be possible for you folks to give the Ssrathi Naga a small upgrade? Replace her current 'Protect' ability, which to the best of my knowledge, that doesn't scale as she ranks up with 'Defense Lore' that does scale instead? Maybe consider a second spell for her too, though I have no idea what might fit in without causing balance issues.
But I am rambling at this point. Moving on!
JoeTheBartender: It's hard-coded I'm afraid, but I do sympathize. There have been many times where I too have wanted to combine certain spells with others but the game presents no way to do so. The spell researches will help a lot I think as they slowly give access to certain other spell spheres. Perhaps there could either be a class which can choose its spell spheres or classes which have their own spell lists rather than just a single element? Regardless, in future I'm certain the way spell spheres and their spells are attained will likely be changed in future.
Ah, a shame. I could've dealt with it easily enough had the existing Hero Editor actually worked with The Protectors heroes. I mean, I guess it does, but not without some issues, such as not being able to select certain skills or the like. Ah well.
Perhaps more 'multi-school' caster classes could be considered? Maybe not three like Elementalist and certainly not four like Archmage, but dual-school ones like Lichelord and Priest are pretty great in my opinion. Of course, if races still had racial spell schools that'd solve a lot of things for me, but I recall you folks had decided to purge those for a reason. Though as to not just sit here and ramble, I could throw up some hastily cobbled together ideas for 'dual-school caster classes'.
Conjurer: Some combination of Summoning, Illusion and Nature? Most likely with 'Gate' tacked on.
Inquisitor: Divination and Pyromancy, with one 'caster' skill such as Energy, along with Witch-Hunter plus another 'combat' skill perhaps?
Artificer: Alchemy and Geomancy, if there ever were two schools I could see working together, thematically speaking, it would be these two.
Auroramancer: Illusion and Ice Magic, for that 'aurora borealis' vibe?
Diabolist/Warlock: Summoning and Chaos Magic? The current 'Warlock' feels to me like it got an identity crisis in my eyes, especially with Witch-Hunter being in there while Summoning quite clearly is heretical. I'd personally rather see Warlock as a dual-caster than some sort of poorly named 'renegade inquisitor' as its current skills imply.
But I am rambling again. Onwards!
JoeTheBartender: That change was supposedly made in one of the unofficial patches, but never worked. I think it could be interesting to see this change working in the protectors. I'll upload the idea into the dev doc.
If it is possible to implement, I'd say it would finally make the 'slayer' skills feel useful in my book. The Protectors have already gone a long way in cutting out the useless chaff in regards to skills, and I for one would much appreciate seeing them either further restricted(max one per class, for instance) or made apply to a lesser degree to ones units. But again, I am quite heavily biased in this matter, so my apologies for that.
JoeTheBartender: Thanks for your input, it's very much appreciated!
Honestly, I will probably keep on rambling every so often until you folks get tired of me and tell me to shut my gob. WLBC3 is one of those games I keep coming back to, and overall The Protectors just gives me so much more to toy around with. I can't quite help but to ramble on and smear my short-sighted opinions all over the place, unfortunately!