i would like a subforum for this topic, since this should be an important issue. somehow this topic was never too much of interest, even though this game has a very very very fragile balance. most (but far not all) of my comments are in respect to "road to legend", since for me, that is what descent should have been from the very start. i know there's some player made efford, like "enduring evil", but nothing official.
we all know, that the original game had many many many balancing issues and that's the reason i'm not playing normal games any more. only rtl, since it seemed to have a more even play field. i'm not so certain about that any more, but i'll come to this in a second. the original dungeons where (imho) plagued by this notion, that the heroes probably had a hard time at the start and after they got their hands on some (good) silver treasures, the game would ultimately shift towards the heros and they'd just walk through. so our gaming expierience was either that the heroes just lost during the first part of the game or we stopped playing because no one saw any chance for the overlord to win, so it was just a waste of time.
now rtl did something i loved. it gave a sense of persistence and progress. at least so i thought. we've played like 10 rtl games now and only once hit silver level (our last game), because we really tried hard not to stop before that. now why did this happen:
1. most of the time the heroes gave up because they felt too weak. it took them to long to finish a dungeon and they generally got less points the the ol even with very good hero combinations. especially if the ol got silver monsters early on the heroes all of a sudden died all the time, even though they made a lot more damage due to accumulating copper treasures. i've read through the forums and found, that even though the heroes might be WAY behind the ol point wise, they could still best the ol in the final dungeon no matter what. this seems just utterly stupid, wrong and totally beside the point of the whole game. the encouter with the ol's avatar is only a single event, which might be only 1/100th of the whole game time. so the heroes get destroyed for 50 hours and then they still kill the avatar in a matter of minutes. generally the heroes are frustrated for 50 hours only to win in the end... it's not worth it really and it makes no sense, game wise.
2. the ol gave up because he couldn't do anything against the heroes. they just ran through every dungeon or avoided it, so they were already far ahead in copper level. judging from the forum, this is bad for the ol, since he (obviously) SHOULD be ahead. it's also frustrating for the ol. this doesn't happen as much, but it happend 3 out of our 10 games.
there was NEVER in ANY of the 10 games a time when both sides had the feeling, that it's a close (and even) match, so that both sides had fun and that's beside the idea of any game, competitive or not.
regarding balancing in gerneral, there's certain points i want to point out:
a. i don't think it's good balancing to take out cards of the game. that's just lazy. all those cards make the game to what we love it for: full of possibilities, tactics and variety.
b. some heroes are never played. not ever. it's no use to argue, they are there so that there's a certain balance in the game, because i could just use empty sheets of paper of forfeit the game as a whole. ESPECIALLY if you don't play with less than 4 heroes.
c. it's nice to be able to play this game with 2-5 players, but it's pretty pointless in reallity. just balance it around 4 heroes, everything else ist just a waste of time, or should be covered in extra rules.
i'm not very experienced in balancing games really, but since i play a lot of pc games and mmos, i know a bit or two about balance in general. the easy way out is to kill overly powerful combinations and make everything similar, so there's not much difference. as i said: easy, stupid, lazy way out. like taking out cards. in the end it's always a rock paper scissors issue. we all know tons of examples, where this kinda works in the game. more often than not, it does not work. like having a horde of skeletons PIERCE through any armor the heroes could ever have. the further you get in the game, the faster everyone/everything is dead. this of course (as mentioned earlier) is very rtl specific, because in a normal dungeon, that would just win the game for the ol and that's that. what i want to achieve is a game, that feels balanced most of the time for both sides, without watering the rules down too much. i don't know if it would be the right way to just raise everyone's health or if there's a way smaller changes could help to achieve the same with less impact.