Talk:Bugs, Issues and Support/@comment-5395153-20120820225323/@comment-5395153-20130601130925

I reckon it could be balanced out if the cost was related to the hero's level (like 2500 of each resource for level 50+, 200 of each resource for level 1 sort of thing) and the cost increased each time (+200/300/500? up to a cap of 3000) they've died previously and they are resurrected with 1/10th of their max HP and SP so they can't be used right away. In the WBC series, I've always disliked the fact that if you'd lost your hero, you were probably going to die - even a level 10 hero can have a pretty big impact on how the game plays out.

By comparison if a Warrior dies and a Merchant dies and they both get resurrected the Warrior will regen in one/a couple of minute(s) whilst the Merchant's abilities will be usable right away - stuff like cost reduction and increased income (the Warrior's physical abilities are supposed to balance out with the Merchant's resource abilities and charisma).

With resurrectable heroes and the main HQ building (and the Phoenix) being the only converters it could stop the conversion spam that's currently possible and even make the game that bit more tactical when thinking about which area to take control of next (the exception of Phoenixes because the Elven races need them to compete). I'll go talk to some playtesters to see if they can help and what they think about resurrectable heroes (or maybe I could even put up a poll?).

I've been playing WBC1 recently and noticed the AI don't send a stream of units, one by one, towards the player whilst they do in both the later games. It's pretty annoying when the AI slowly troll the player's defences and send stuff like a single Skeleton or Dwarf Runner to attack a tower or attack the base's weakest point when they have literally nothing to gain from it other than the player's frustration.