You approach a neutral army. They attempt to flee. Do you:
Take 1 second to click "leave them", gain reduced xp and tears rep
Take 1 minute to pursue, engage in combat, gain full xp and blood rep
For me, this is one of the most irritating design decisions regarding blood rep vs tears rep.
Why is blood penalized by having to accrue a MASSIVE amount of extra time spent on the map engaging in pointless, trivial combats? When you have a large number of neutral armies fleeing, you can damn well bet that having to engage in the combat every single time is going to end up as a large amount of additional time.
yes, I realize in previous Heroes this same decision existed, but it wasn't required to gain your blood or tears rep - the tradeoff then was specifically about spending more time for more experience.
It's not fun. It's boring, and hideously unfair to blood. "But you gain less xp as tears, that's the tradeoff!" you might cry. Baloney, I say. The difference in experience between running the complete combat and just letting them go does NOT, in my opinion, make up for the amount of time spent doing so.
I think that the choice of what to do with a fleeing army should be an instant result for BOTH rep types.
What should it be like? Personally, I think the treasure chests are the perfect example. We already have a situation that involves a choice between gold and experience. So what would my choices be?
Blood - Execute them. It is a trivial army that you have surrounded. Obliterate them instantly. You receive experience (reduced amount compared to if you had to kill them in the combat screen) and blood rep.
Tears - Ransom/Extract a "toll" from the army. You let them live and you let them go, but you strip them of valuables/sellable items - you know, like Robin Hood. You gain *gold* (amount to be carefully balanced) and tears rep.
This is a more interesting and gameplay-friendly choice, in my opinion. It doesn't require blood to spend so...much...longer on every map and the rewards themselves both have their high points. I could use more experience, but I could also put more gold to use very often. "BUT WHAT ABOUT LEVEL CAP" you cry? I guess simplest thing would be make the blood choice give gold instead if the hero is level capped.



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