While is makes some sense, given the Middle-Ages thematic of the base Age of Wonders games, I can help but notice that ranged combat seems really quite bad in AoW4, most of the time. Trying to hit a normal-sized target at 4 range (Seeker Enchantment), in the middle of a clear field, with a Dragoon has a 15% chance to hit. The Magelocks routinely have 5% chances to hit at extreme ranges. Most ranged units are lucky to get one attack off before being engaged in melee by enemy units--and having screening units is hardly a guarantee, too, given teleporting units and how much accuracy is lost with friendly units in the way.
Am I missing something on this? Did a dev diary explain that they were trying to more heavily delineate between the ranged-heavy meta of Planetfall or somesuch? It just seems like a pretty extreme change from previous AoW games.
Note: I want to be clear that I'm not saying you can't have a good ranged build in this game--my own main build is mostly ranged. What I'm saying is that, outside of very specific build synergies with very specific units, most ranged combat seems heavily slanted against the success of the ranged combatants, and that leaves a lot of units without those synergies out in the cold.
Am I missing something on this? Did a dev diary explain that they were trying to more heavily delineate between the ranged-heavy meta of Planetfall or somesuch? It just seems like a pretty extreme change from previous AoW games.
Note: I want to be clear that I'm not saying you can't have a good ranged build in this game--my own main build is mostly ranged. What I'm saying is that, outside of very specific build synergies with very specific units, most ranged combat seems heavily slanted against the success of the ranged combatants, and that leaves a lot of units without those synergies out in the cold.
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