B- Well firstly, "bait and switch" play gives low-move tanks something to do. You say that Magnus is underwhelming and difficult to use, but chapter 9, 11, and 12 are his favourite chapters. There needs to be a number of them or the balance shifts back to mount emblem. It's also the most accessible form of play, and reduces the skill barrier/makes it easier for growth-screwed teams to make it into endgame.
B- Your notes on ch4 and ch7x are welcome, we'll look into that.
B- Sounds like you should be playing ch9 on hard.
C- Did we play the same ch11? The one with the stationary lieutenants with ranged weapons? With the enemies you can flank as they are engaging the citizen units? With the fortified warrior/fighter group who force you to take the offensive, and then react to their counter-attack? With the reinforcements that spring just as you pass their spawn point?
B- Literally the only groups I can think of that would satisfy your condition are the first wave of enemies (to give you the initiative and allow you to gain a foothold on your own terms), the mercs, and the monks.
B- A lot of the maps you are decrying have elements like this, with groups moving dependent on you crossing a threshold, reinforcements timed to hit just as you would be "baiting" another group, or some side objective like rescuing Bennet to vary up the play. We're starting to do this sort of thing a lot more, but if you think 4 and 11 need more of it, we'll look into it.
B- Also, 11 doesn't follow 9, it follows 10. So even if it WAS primarily "bait and switch" as you assert, it comes after a break where you're doing other interesting maps as Tristan.
B- Right, exactly.
B- Ch12 is designed to be a gauntlet of all the things you've encountered so far. Fog, chests and doors, siege weaponry, powerful mini-bosses, side objectives, etc etc etc. If the basic structure wasn't "bait and switch" then there would be too much going on to handle.
B- Nothing much to say about the mage debate, Yeti has taken a liking to the idea of 1-range tomes, though. One thing is that our philosophy has largely been about standardising the roster so that each build and weapon combo is on equal footing with any other, whether it be light lance vs light axe or heavy anima vs heavy elder, or even heavy elder vs armour axe. Breaking up the light and heavy mages into six different variants seems like it would run counter to that.
B- This sort of thing already exists in the game, see above on my notes on ch11. Likely you were just playing so well that you didn't notice, or you disrupted their formations by breaking them early. You haven't made it clear what difficulty you're on, but if you're on hard, we can consider making it harder. There is talk of a lunatic mode, but we'll see.
B- Yeah, exactly.
B- Anyway, thanks for the input. It's clear you care a lot about the game, and we appreciate that :)