[Suggestions] Yet another catalog of balance suggestions :)
some random small (?) tweak suggestions that could enhance overall gameplay:
magic:
- shockwave (earth magic) seems overpriced. how about making that spell more of a melee ablity? (it's melee range only, anyway). reduce mana cost drastically and perhaps (if the game engine supports that) make the damage based on the caster's attack power instead of level (maybe 50% of attack value?). this way, earth will scale better for melee champs (i think the tree is really meant as a support tree for hybrid melee/spell characters, see verga/markin and some of the defender champions)
- thunderstrike (air magic) could be tweaked similarly - scale damage based on attack (with a small bonus from air shards). it's really just a "charge" ability that gets your warrior/assassin to the other side of the battlefield to slaughter the archers; i think making its damage based on attack would be appropriate (maybe 50% of the att value or something)
- gentle rain (city buff) and mantle of the oceans (mana discount champion buff) should trade places. this way, you'd get the city buff in the general tree (and thus, available to non-mage characters) just like pretty much all the other city buffs, and you'd give all mage champions the opportunity to get mantle of the oceans relatively early, opening up the option to use their spellcasting early in the game more liberally (feels very restrictive right now with the rather high mana cost of many spells compared with the low early mana income)
-heart of fire and aura of grace are too powerful, imo. build a fortress on a 3 essence tile, play an enchanters faction and you're looking at +4 init and +4 fire damage buffs. i think the spells are all right conceptually, but the scaling is off. how about a flat +1 boost each? this way, an "essence fortress" is still desirable and the troops built there are a bit better than basic troops. you could drop the mana cost of the spells to compensate (100 mana for heart of fire is rather expensive early game; with the change to a flat +1 damage a reduction to that mana cost would be more suitable)
you could also change the +def and +HP buffs accordingly (but to higher numbers - i think a flat +2 def resp. +3 HP would be appropriate). i think that would bring their power better in line. defensive buffs are less problematic than offensive buffs. a bit more survivability doesn't break the tactical game - a huge infusion of armor penetrating bonus fire damage and all-important initiative do.
mounted vs. infantry balance:
- there's plenty of suggestion what to do, here's mine: instead of nerfing horses/wargs, why not just add/change an item that improves the (strategic) movement of foot soldiers? i suggested this in another thread already. my idea would be to unlock an item at some point in the tech tree (like the "rations" you recently added) that bascially occupies the mount slot, doesn't require resources (just some production) and only gives a boost to movement (or strategic movement if the game engine supports that differentiation). my reasoning for that suggestion is that i think one of the main reasons people prefer mounted stacks is the strategic movement bonus of wargs/horses. if your foot men could march 3 tiles per season, this would make them more useful for later stages of the game. also, if you end up with no mount resources, you could have at least infantry that moves at "warg speed" on the overland map. i think the item should occupy the mount slot so you can't just use mounted units with that new item on top of the already existing speed bonus.
weapons:
- this might be an oversight, but please make the guillotine axe "juggernaut only". it feels just wrong to have the option to build/upgrade trog axemen dualwielding a weapon that used to have a weight of 80. and of course, the guillotine axe is on the same tech level as the battle axe, but has 4 more attack and +5 crit, which means you'd be silly to use battle axes over juggernaut axes
- consider dropping/reducing the armor penetration of spear weapons. their damage is about equal to axes of a similar level, but their armor penetration makes them superior. i think 25% armor penetration would be more in line. 50% is rough - even full plate armored units with tower shields in def stance take a lot of damage from pike attacks, while the same defender can pretty much shrug off attacks of other weapons almost completely. this would be ok, if it wasn't for the fact that those same pikes are still almost exactly as powerful as great axes against targets with no armor at all. some armor penetration is alright to give them a purpose, but 50% is too much (IMO)
unit upgrades:
- please change the upgrade priority code so scaled cloaks aren't automatically upgraded to ice warg cloaks
- likewise, it's a shame that the new soldier's boots and gloves are automatically "upgraded" to leather bracers/boots. the player can just skip the upgrade altogether, but this way they also have to pass the opportunity to upgrade the leather chest to a monk robe and to upgrade a wooden shield to a round shield/bronze shield/kite shield etc.
that's all i can think of now. hope my suggestions make sense.