Love the city upgrade discussion. I'll definitely point out that thread to Derek if he hasn't seen it already.
On champ XP sharing -- the problem with having everyone get full XP is that with how limited (easy) XP for heroes is, it becomes the obvious and overbearingly powerful strat to always stack your champs up to maximize the (easy) XP you can farm off of quests/lairs/wildlands. And on a thematic level, LH is more about having heroes lead armies rather than D&D-style bands of adventurers roaming the landscape.
One note on assassins -- Tarth assassins are crazy powerful. The -20 accuracy for Double Strike happens before the final accuracy is capped at 97%, so you can have brutal 97% double strikes all the time. It's awesome. I absolutely rolled a game with General Tarth as an assassin. Also Break is crazy stupid good, to the point that it overshadows pretty much everything else in the tree.
Currently heroes become too weak by endgame, especially if not a commander or mage. The way things are done encourages folks to not use multiple heroes period, which I feel is even worse than the hero stack of doom.
One idea: heroes get XP for leading units (commanders would get XP for being in towns). Lvl 1 heroes get 1 xp per turn until lvl 2.
This might encourage the use of multiple hero-led armies.
I have no problem with low-level hero stacks of doom, high level stacks of mages is where the problem is.
I don't get it.
Ericridge the Magnificent is lvl 23. Commander
Gaylen the Grey is lvl 14. Commander
Recently recruited Joffery is lvl 3
He joined me like 20 turns ago and is a warrior.
Flurin recently joined as well and so she is lvl 9. Assassin.
Bacco the Beggar is lvl 11. Warrior.
Arcturus is lvl 17. A mage.
Adant Cerris is lvl 16. A defender.
Inslow is lvl 13. A commander.
Araine is lvl 7. A Mage. She just recently joined as well.
Its now season 428.
In general from what I has seen its all dependant on what you get in drops.
Heroes in classes that is dependent on drops to do their jobs of murdering stuff tend to fall behind the classes that don't.
Commanders and Mages don't care what drops and becomes a melee monster if they get a pyrebrand.
Assassins, Warriors, and Defenders need epic drops to become real epic.
One combo I had tried out with bacco once.. I was lucky enough to get a Doom Hammer and accessory drop that confers Maul ability on hero.
Doom hammer's +10% boost in damage for each successful attack combined with maul meant anything he hits is dead meat
IT was so freakin awesome but I only got that combo once lol.
And then the experience heroes gain is very dependent on the size of maps.
To see how hard a latecomer can bloom despite having several other high lvl heroes.
https://forums.elementalgame.com/451257/page/1/
Personally I think the current maps in FE:LH isn't big enough but is just good enough to give you a taste.
But honestly most of the times I treat all my heroes like a mage/commander and never put them right there into the frontlines unless they don't have spells like Bacco. Then I start to push them to the frontlines otherwise they will be busy casting spells and plugging the gaps to ensure battle moves smoothly. Because in general, heroes is just one person while a troop can be up to six person and is safer from sudden death attacks unless you get careless/unlucky. And plus, most of the times heroes is busy spamming first aid everytime it comes off cd 