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Sloul

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Feb 5, 2012
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Christian angels/guardians damage output and hp revision
Seraph is the ultimate unit of christians, they are few but deadly or... not.
Size: 3
Damage per unit: 5000
Damage output: 15.000

Now let's take a look at the guardians.
Guardians are less expensive both in gold and leadership than Seraphs, thus they are also less dangerous... or not.
Size: 6
Damage per unit: 10.000
Damage output: 60.000
In fact each one of them is stronger than a Seraph.

Guardians are dealing huge damage of 60.000
While Seraphs are only dealing 15.000
This is terribly wrong.


What says the other stats of those units?
Both units got the same aoe perk while:
- Seraph:
got a fairly decent armor of 50.
and 24.500 hp (24.500 hp x 3 = 73.500 Total HP)

- Arch guardians:
20 def
22.400 hp (22.400 x 6 = 134.400 Total HP)


And we can clearly see out here that guardians beat the crap out of Seraphs.
Even more if you mix some ''Magical Attack'' in the whole calculation negating the armor advantage of the Seraphs.


Now If you check the fiend units:
Dark angels and Arch guardians, it' s a lil bit better since Dark angels got 2 times the HP of the Arch guardians and also got a better AOE perk:
Dark angels = 42.000 hp x 3 = 126 000 hp TOTAL HP, 20 def
Arch guardians = 21.000 hp x 6 = 126 000 TOTAL HP, 20 def.
Yet even though they individually got higher HP, the higher number of Arch guardians put Dark angels and Arch guardians on the same edge.

Damage output now:
Dark angels deal 3000 damage, even less than Seraphs.
3000 x 3 = 9000
Arch guardians = 10.000 x 6 = 60.000


There is clearly a problem here, I dare say, it's totally fucked up.
Maybe the better thing to do would be to switch the damage of the Guardians and Arch guardians to those of Seraphs and Dark angels, so that:
Dark angels / Seraphs damage = 10.000 x 3 = 30.000
Guardians = 5.000 x 6 = 30.000
Arch guardians = 3.000 x 6 = 18.000

Even so, something remains wrong with guardians since they got the same amount of damage output than Seraph and they still got higher HP.
Some changes definitly needed.


Balance sages, warlods, champions:
I already told my feeling about sages, warlords and champions balance when I was playing for the first time to K.A.2 through Dead Legions.
And I still think Sages are overpowered.
But not just a bit.
Maybe I should upload some videos on youtube of me beating up armies with only 3 mages.
I mean, can you beat full armies with only 3 champions? 3 warlords? mixing up champions and warlords?

I think sages should not loose their powers, maybe get longer casting time from 10 to 12>15.
But warlords and champions should definitly be powered.
Stop giving em skills: +1% damage for cavalry for instance.
What the heck 1% is for?
10% sounds reasonable.


It reminds me THIS
http://ScrnSht.com/tjavxg
I mean... do I really have to comment that?
Well there is a good part though, it made me laugh. :)


Chain Lighting casting time
The casting time of Chaing Lighting is currently 30 seconds.
It makes the skill useless compared to other skills.
Why would I be able to cast meteor strike in 10 seconds and chain lighting 30 seconds?


Dragons active skill fire breath
Currently it's not workin, but I was wondering why would an active skill would be fire breath for a dragon?
I mean.
Red dragon is attacking with fire breath and he would have a skill which is call fire breath?
Black dragon attack is a black breath, it's not fire, and he would be able to use fire as an active skill?


Avalon delaying flying units
Avalon is the skill that cast a tempest which lower the range of archers.
I was thinking that it should also have an impact on flying units, slowing them.
I'm unsure if it works like that currently, but I didn't notice a drop of speed on flying units while using it.

Also from other players suggestion, someone was saying that meteo was not impacting much on battles and I can't but agree with that.
Why not also increasing damage of lighting spells and lowering those of fire spells while avalon is on?


Fieldoms go back to owner after being released from enemy
It's a real puzzle to attribute fieldom's to your heroes, you have to take multiple criterias into account.
And while you're questing etc. Your fieldom's are being captured, with the game going on, if you don't take care of it, you'll loose more and more fieldoms.
Which happens.
At a certain point you probably don't even want to spend much more time into heroes fieldom's.
So my suggestion is, when you take back a fieldom which had been taken by a foe, it automaticly comes back to its owner.
Or, even better, the occupied fieldom is still owned by your heroes, but its bonus are disabled, ofc, when you check your heroes fieldom you are aware to that thanks to a notice/picture/colour on the fieldom.



Easier fieldom's list
- While checking your provinces list, you can see the actual names of the structures in those provinces.
It could be nice if we had an option to switch the name of those structures for what kind of building's they are: Castle, Light infantry town etc.
- Alphabet list: list the provinces in the alphabet order, when we know a provine by its name it would be easier to find it.


Red points in your territories
When an enemy army is walking into your territories, it would be hepful if it was pinpointed onto your map.
A red point could do the trick.


Highlight Buildings
It happens sometimes that you're looking for a castle or a magical circle, could be nice if there was a quick option to highlight those buildings on the minimap or directly on the campaign map.


More perks/skills
There are many units which look weak/useless, I think, with a greater pool of perks it should be easier for us player to come up with suggestions regarding balance.
- Extend range for archers
- Hide (for forest unit it makes them hide effectivly in woods, they are detected harder from the enemy), good perk for archers, light infantry wolfbreed
- Traps (active): ability to set traps: good for light infantry
- Throw knives (active): could be cool on light infantry too
- Call of light (active) (christian rightfull): call some light on one unit and stun it for some times lowering its defense and damage.


Light infantry revamp
Light infantry is a joke. From some players calculation we can see that in woods they got beaten up by heavy infantry.
So, even when money come to calculation, we can say that heavy infantry is a better investment on the long run.
First what light infantry needs is to really get the edge over every other kind of units in woods, to that end, they should get perks like:
- woodlander
- ranger
- fleet footed
As native perks, not perks that you would get with levels
I remind that the current names of light infantry are:
Heartwood blabla and Deepwood blabla...
There is a connection with woods.
I vote for one to have ranger, and the other one to have woodlander as a native skill.
And maybe later to get the skills that I suggested: set traps, throw knives.
Woodlander native on wolfbreed.

No more shield disruptor on Heartwood [...], they have no connection to magic.
Same goes for Knight errands: no more Reinforce magic shield
Those skills are magical support and should only be on morality units which has a connection to magic.
I know that many players like to play with magic shield and then heal their units.
But again, this perk is better suited for morality troops.
Since magical shield implies sacrifice I think it should be better suited for Fiends (Lionheats, Holy avengers).
I remind that fiends unit can heal themselve while attacking enemy units and also by Warlords.


Caster units
New kind of unit: casters (druids, priests, necromancers etc.)
Could be fun.

Perks for heroes
All the morality perks for instance.


Archer, Heavy infantry, Light infantry, Heavy cavalry, Light cavalry Heroes.
I suppose we will not see that in King Arthur 2. But maybe on some extension or even on another Neocore project.
It would be really coold to have some Heroes class linked to their kind.
For exemple archer heroes, which skills are ofc focus on archery etc.


Vulnerability to fire for woods:
Probly not in K.A.2 though
You can set fire to woods, with spells for example (fireballs etc.)
Maybe lighting spells could also set fire to woods
 
Bumping this thread because it deserves to stay up and be seen by all. Both the suggested list of changes and additions would be welcome imo.

To add my own thoughts, notably in regards to champions/sages/warlords balance, I feel the "weakest" class is champions by far.
Not being able to lead cavalry anymore means champions will spend more time trying to enter combat then actually being in it, and it is only in combat that champions shine.

By comparison mages can start using spells as soon as they are in range, and warlords only need to support their army and be in the general proximity of combat to affect it.