The decision to give all units their abilities at level 1 (save for a 'special ability') was made consciously with the simple reason in mind that it allows all creatures to fulfill the roles they are meant to fulfill right from the get-go.
"Back to WFTO my concern is that the levels will feel 'grindy' and pointless, only to attain a level 5 for a skill to make your unit stronger. And i feel that a large amount of skills at level one will make the levelling process even more boring. ... Reaching 'max level' should feel an 'achievement' during the campaign." (c) Aierwin.
Not only leveling becomes boring. Players lose great deal of strategical elements. For example, when I know that some unit will get ability X at level Y, I will use them in a different way from that time forward - concentrate, train and heal them to level Y or do not pay attention, it is an additional player choice! Additional replayability (like to train my mistresses, spending more time just for new indicative abilities and effects)!! Or I can train another type of units for another ability at level 8 and get another tactic. All abilities at once - meh...
I want an army of quickly regenerating undead units - it will take time, but to make skeletons regeneratng at level 1, it's just... Not enough reward for player's devotion. Not interesting.
"Leveling minions isn't something that the player has to actively devote all his attention to"? Can anyone really agree with this? Not that it should be "actively" consuming all attention, but it is a great visual and strategic difference throughout developing one's forces. New level REALLY becomes something new for a game (new effects, combinations), not just a bit more of the same soup. I mean - hey, one of our wizards can use great offensive magic, let's make a new assault strategy, based on it!
"i would also argue for 'base' abilities to be had at level 1, but also having other different abilities come available at certain intervals." (c) Aierwin.
Likes: Aierwin and Shadow of Beetle