ENDLESS™ Space 2 is turn-based 4X space-strategy that launches players into the space colonization age of different civilizations within the ENDLESS™ Universe. Your Vision. Their Future.
As long as it's been necro'd due to relevance- I hold that Endless Legends primary advantage over this Hero skill system is that it had 3 point skills as the norm, whereas ES2 has 2 point skills as the norm, and the maximum.
Hero skills would be more interesting if I had to choose between unlocking higher skills and filling out lower ones.
That's the way of the world, the art is in selfpropagation or in strong ideas that propagate themselves (or get reposted by ignorant fools only to outshine the original posts while splitting up the votes).
I would just like to state my disagreement with the current state of hero balancing.
Factions:
Those are guaranteed bonuses, you start with those heroes, you start with these skillsets in your faction, you are bound to eventually reach them and and as such are somewhat relevant to your faction balancing.
Vodyani and Sophons get +80% energy weapon damage, this gives them a huge early-ish game powerspike that can easily be used to dominate until the end.
To dumb it down: Make full long laser fleets, add single anti missile for style, kill everything in long range phase, feel like a badass.
This of course continues for vodyani who get stuff like the empire wide fidsi bonus per level and of course the ultimate skill further making their fleets practically undefeatable.
Cravers get +40% kinetic damage at T1 which is strong, but still only half as strong.
And of course there are factions that don't get anything much relevant....
Let's compare this with uhm, lumeris, yeah their skills are mostly irrelevant to warfare making them suspectible to getting rekt by let's say someone who deals almost double damage, and the economic bonuses do fall slightly behind slightly, like +8 indy a pop vs + 4 * hero level FIDSI per pop.
Classes:
Guardian is somewhat ahead with combining the strongest fleet bonuses and last but not least +80% to industry prod. I mean wtf. Again, WTF? Oh, look you are the space battle hero, let us make you almost double the system production, while someone else gets... +80 science? really?
Of course Vodyani lands guardian by default. This single silly hero is an insane multiplicator both in space and well, in space on an ark attached to a system.
You mean the system in which the ultimate skill is basically unreachable cause it demands specific tree and thus any single random generated set of options threatens it?
Even the sequels laid off it since VI, cause it was just "yeah my RNG dropped me crap skills, gg"
And the system gets tedious for multiple levels at a time.
The skills would not be so broken as to spoil the game if you do not get the ones you want. That's what balance is for. Also, I'm talking about creating a new batch of skills.
Reading is not an issue, especially if you are somewhat experienced, you already know what's up, you have the same hero everytime, you know what you want to build.
Sure, if I know the skill tree, using it is not a problem... because I do not have to read it. That does not mean that the problem does not exist. The tree is tedious to read, visually unpleasant, and mentally draining.
Having a multitude of options to choose from is a handicap. When you know by heart the tree does not look like it, but it is. When you are in late game. Having to manage the heroes is a tiring task, due to the design of the tree, which should be simpler and more elegant.
You mean the system in which the ultimate skill is basically unreachable cause it demands specific tree and thus any single random generated set of options threatens it?
Even the sequels laid off it since VI, cause it was just "yeah my RNG dropped me crap skills, gg"
And the system gets tedious for multiple levels at a time.
Reading is not an issue, especially if you are somewhat experienced, you already know what's up, you have the same hero everytime, you know what you want to build.
I am a strong supporter that the tree of skills of the heroes is WRONG.
It is unpleasant to manage the current tree. There is so much to read, so much to choose from and it can be incredibly tedious in late game.
I think the game should mimic the level system of heroes of might and magic 3. In this system (which is fantastic, I insist) there are a number of predefined skills. Each hero, when level up, can choose between two new semi-random abilities, which appear depending on the type and race of the hero. A hero can not have more than 6 different abilities, but you can upgrade your current skills if they reappear when leveling up.
This system is fast, simple and elegant.
Wisdom of the dust 1º: +20 at science in the system. X3 to loot in the fleet.
Wisdom of the dust 2º: +30 at science in the system. X4 to loot in the fleet.
Wisdom of the dust 3º: +40 at science in the system. X5 to loot in the fleet.
Dust Warrior 1º: Unlock a new random battle card it requires dust and can only be used by this hero. Dust Warrior 2º: Unlock two new random battle cards it requires dust and can only be used by this hero. Dust Warrior 3º: Unlock three new random battle cards it requires dust and can only be used by this hero.
(Now imagine that you can also use battle cards in land combat. It would mean that this skill is useful for systems management as well)
Dust Pirate 1º: Siege a system give 10 at dust each turn. Being sieged give 20 each turn.
Dust Pirate 2º: Siege a system give 20 at dust each turn. Being sieged give 40 each turn.
Dust Pirate 3º: Siege a system give 30 at dust each turn. Being sieged give 60 each turn.
Honor 1º: Each battle in the hero's fleet give 10 to influence. Each turn being sieged give 20 to influence.
Honor 2º: Each battle in the hero's fleet give 20 to influence. Each turn being sieged give 40 to influence.
Honor 3º: Each battle in the hero's fleet give 30 to influence. Each turn being sieged give 60 to influence.
and the + 2 skills skill, was that a meaningful choice by any chance? :-D
And even ES1 had the issues with pilot class respectably being OP especially with sheredyn affinity, until that endgame skill that just kept all ships alive.
I think the issue was even there, just that those skills really did seem better, but still there was, although less brutal, difference between a pilot and governor, which by all means, there should be, but then pilot does not get +80% industry.
I am forced to take fleet-related skills on my Senator governor hero, just to get to the next outer ring.
It feels lame.
At the very least in ES1 I could have leveled a proper Governor or Pilot hero without being forced to pick filler skills.
It felt right...
And to be honest - just looking at sheer amount of posts in this forum and issues raised makes me understand just how bland and unpolished this long-awaited sequel is, and I feel like installing ES1... again.
If we skip great visuals and music, there is nothing left but a whole bucketload of glaring design issues and shortcuts.
Skill should be capped at 35% benefit. Most skills at fine when additive.
Heroes are bland enough as it is; the occasional 80% to something is one of the few things that sets them apart.
exactly, but this thread is kinda about not having them apart, so that players without them are not practically doomed.
one hero - vodyani starter - has fleet: 80% energy damage, 150% damage, 80% industry, 60% health, 40% shields +1 FIDSI per level on entire empire. And also +10 influence a turn by default
So with energy based fleet, consdering they are additive and not multiplicative (for simple math purposes) they have 230% bonus to damage and are somewhat tankier.
Now other hero - Lumeris starter - has 40% damage, end to battle fleet bonuses, also note that his ultimate has +40% food and +40% industry essentialy beaking weaker than T3 of a guardian. Of course scouts have a neat way of travelling across galaxies, but what good it is, if they get rekt by someone with 190% more damage?
And of course the counselor with 20% dmg and 20% health, and ultimate to set a his system single freaking system to ecstatic.
Yeah, I completely agree and let's not even go to the fact that their skills are not even affiliated with a political party. Or that you cannot even see what the hero is attached to in the detailed skills screen, which would really help when picking skills.
I would really like to see HEROES skills generated based on three criteria: Their affinity (race), class, and political affiliation.
In other words, when a hero is recruited it should have its skills generated randomly based on the three criteria. Each game a Hero should have some different skills.
I want more random variety among them, and I want each game to feel different. If a hero had a different set of skills each game, that would be way more interesting.
I realise that this is a new system to ask for, and may have to wait until a dlc.
I would also like assignment information added to the skills screen and the individual hero screen.
Optional: To reduce the OP skills of the heroes
Skill should be capped at 35% benefit. Most skills at fine when additive.
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