Yeah yeah, torches and pitchforks, I know.
But in all seriousness, I feel that +8 healing is disproportionately powerful in most singleplayer campaigns. Would you rather start with a free Red Mage or a free White Mage, for example? A Red Mage is just a better Mage, but having access to mobile healing often redefines the entire way you approach a scenario.
As a result players almost always prioritize leveling healers first in SP, and losing your healers is usually cause for a restart. In contrast, losing your only Swordsman, Longbowman, Hero, Ranger, etc is seldom a big deal, as long as you have plenty of other leveled units.
In addition, +8 healing steps on the toes of villages, making map layout less important. Why bother holding a strategic clump of villages, when you get identical benefits from any castle or mountain hex?
I make the surely unpopular proposal that +8 healers should be nerfed to +6. Still powerful, still valuable, but not quite as scenario-defining.
But in all seriousness, I feel that +8 healing is disproportionately powerful in most singleplayer campaigns. Would you rather start with a free Red Mage or a free White Mage, for example? A Red Mage is just a better Mage, but having access to mobile healing often redefines the entire way you approach a scenario.
As a result players almost always prioritize leveling healers first in SP, and losing your healers is usually cause for a restart. In contrast, losing your only Swordsman, Longbowman, Hero, Ranger, etc is seldom a big deal, as long as you have plenty of other leveled units.
In addition, +8 healing steps on the toes of villages, making map layout less important. Why bother holding a strategic clump of villages, when you get identical benefits from any castle or mountain hex?
I make the surely unpopular proposal that +8 healers should be nerfed to +6. Still powerful, still valuable, but not quite as scenario-defining.
Statistics: Posted by Dalas120 — Yesterday, 9:56 pm