Howdy Cecil. Sorry to hear about your arm. NoH is almost over- Anything you'd like to ask me about running my first FEF? I don't know if it'd be helpful to you or not.
Ah, don't worry about it; like I said,
damn near broke my arm, didn't actually, just sprained bad enough to put me out of commission for a few days. Six months later, full recovery (heck, one month later, full recovery).
So, tell me, in your experience, what were some of the hardest elements of running a campaign? Map generation? Map updates? Enemy creation? Misfired difficulty curve?
So, other thing I wanted to ask about/throw out there: Performance/Dance/Play has come up in talks again, and I wanted to pitch a sort of combination of nerfs and adjustments, some of them already pitched out but I'd just like to gauge the reaction to the change before going forward with them. Now, as I mentioned in the past, some of the elements of this guidebook (such as the whole existence of the Battle Mage, the magic flinging promotion for the Archer) was based off the Might&Magic series. So, what they've done in the Heroes games ever since the death of NWC and the rebirth through Ubisoft is a change to the Morale system. Whereas, before, Good Morale granted a unit a whole other turn straight up, in Heroes 5 and onwards, Good Morale gave them an additional Half turn; they could only move half as far, and they could only strike half as hard.
So what if, for an initial nerf to the Performers, the effect looked like this:
The character is able to play a song for any ally adjacent to the user who has already used their action. That character gains a bonus turn. During this bonus turn, their MOV is reduced by half (rounded up). If they make an attack during the bonus turn, their final damage after calculation is reduced by half (rounded up). If they use a staff during the bonus turn, the heal, range, and hit rate are all reduced by half (rounded up)
Alternately, it could just stop at "That character gains a bonus turn" and then Bonus Turn gets its own section in the Combat section.
To adjust for the range provided, perhaps Bard and Dancer could instead have their range look like this:
Trainee to First Class Level 10: 1 adjacent target
Level 11 to Promoted Level 10: 1 target at range 1-2, OR 2 targets on opposite sides of the performer (think Leanne from FE10) (the player can pick one)
Level 11 Promoted to Level 20 Promoted: 2 targets at range 1-2, OR all adjacent targets (based on what the player chose previously)
The changes to the Equippable performances will be a bit more...involved. Gonna have to give them a further look. But, as for the changes to the "bonus turn" Bards and Dancers can give, do these changes look to be a step in the right direction? (And given just how powerful an extra turn can be, do they even NEED their additional skill, "With A Little Bit" and "Boundless Stamina?")