They have the data, but since competitive patties play modded games, that data is pretty much useless.
Oh. Huh. That kinda makes them bitching about balance in the game a bit of an eyebrow raiser then.
The game needs balancing, but for the sake of not dying (because it will die if they will focus on pvp), the balance should be separated.
That way they can look at asymmetrical balancing for SP and symmetrical MP. Hope some people, who don't even play the game, will finally shut up.
That ah... that's probably worse, honestly. They can improve the balance of the game without focusing on PvP. Adding two forms of balancing the game will just increase the overall work-load.
Though when the MPers bitch about how swingy stuff like Landmarks and Trainers are... just... turn them off? Isn't that part of the realm traits?
Point is to make tech rush costly, so you have to build up the economy, without hurting the pick ups and rewards from activities. Fixing tech rush will fix the crap like "mythic units are bad (they are not) vs non mythic units being too good (they are good only because of tech rush). You still can go tech rush, but you will have to sacrifice your army and economy early on for that.
Eh... I kinda disagree here. Half the reason why Mythic Units struggle is that they don't gain any enchantments. Even without a tech rush, the enchantments give non-mythic units plenty of extra bonus and synergy with builds and spells that Mythic Units often struggle to pick up or utilise themselves.
I do kinda like the idea of having research be something you can't just spam without a cost... not sure if attaching it directly to mana is the right way forward, but it is something to think about.
I'm all for asymmetric balance that works. Right now it doesn't. It's not very complicated. Archers should be a reliable ranged option with its own upsides and downsides compared to battle mages, but they're not. Likewise, many supports aren't enough of a force multiplier to justify taking them instead of another beatstick unit. That's not an argument against diverse unit roles, that's an argument for units being actually good at their supposed role.
Yeah... I'm playing around with the Industrious Culture, and while the Alabaster has been proving themselves useful thanks to their overdraw shot allowing them to cancel retalations, the Support unit has been rather lacklustre. The fact it doesn't have a healing that doesn't remove the Bolstered Defences is a pain in the ass, and the damage it deals when its not healing is so bad I have to wonder why it has an attack in the first place.
Anecdotal evidence, I fully understand but. But I really do feel like Archers and Supports are inferior. This is even more evident in the late game as well. Did you know that there are Eight Tier 4 Battlemages and Seven Tier 4 Shock Units? Fighters only have 4 Tiers 4, all of which are Greater Animals, Polearm, Skirmisher and Shield have a measly 1, and Archers/Supports have a grand nothing?
I'd suggest restoring 2 turns cooldown for Battlemages.
Archers have a bonus of being long range attackers. For them, imo, champion ranks should give +1 range and +20% crit damage. They are overall identical with only minor quirks of their own, so no need for unique medals.
Extra Range struggles with accuracy penalties, doesn't it? Maybe it should be +1 Range, +20% accuracy instead? And yeah, restoring 2 turn cooldown for Battlemage AoOs could help make them less of an issue too.
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