Ever since AoW 4 launched, the gameplay has suffered from one major problem. Stacking a single unit class and using that to crush the map.
First it was Hero stacking, and this remained true until the Wolf Update for Single Player. Meanwhile in multiplayer heroes were limited to 3.
This showcased exactly what is happening in the game now and had been happening to a lesser degree already, due to the game's design.
Triumph recently blanket buffed all Mythic units just to counter the power creep they have allowed to exist within the game for well over a year now.
Because of the fact that the enchantment system has no limits, and the same is true for minor transformations, the best option is to stack one unit class.
You can see some of the T1 tomes were designed with synergies in mind. Blight Blades + Poison Arrows or Lightning Blades + Lightning Focus.
Sadly this does not work at all. Part of it is related to Society/Form Traits but the largest offender here is simply how enchantments work in the game.
The problem is that not all tomes offer support for a multi-class army. Without enchantments you might as well not build the units, that's just how it is currently.
So by limiting enchantments you allow players to branch out to other tomes (for other enchantments and units) without feeling penalized for doing so.
Of course we also need more units, which is why I keep advocating for more cultural units to be added to the game (another T1/T2/T3 and a T4).
Triumph will forever refuse this though and keep insisting we use tomes exclusively for units. I think a combination of both routes is healthier.
Regardless, more units in tomes will also help, up to a point. We still require enchantment limits to be in place alongside this increase of units.
So how do we solve this problem? Simple, we take a page from the previous game, Age of Wonders: Planetfall.
I think the following (re)design would solve the issue:
This will bring down the power of enchantment stacking and promote building a healthy balance of unit types instead.
Further amplified by making Mythic units more of a "team captain" and unit counters actually functioning as intended.
It will also allow for progressively stronger enchantments throughout the tomes, rather than more of the same being stacked.
I feel this is currently the largest issue the game is facing in terms of balance and it is definitely a source of frustration in multiplayer.
EDIT: Revised the original post to reflect recent changes in the discussion.
First it was Hero stacking, and this remained true until the Wolf Update for Single Player. Meanwhile in multiplayer heroes were limited to 3.
This showcased exactly what is happening in the game now and had been happening to a lesser degree already, due to the game's design.
Triumph recently blanket buffed all Mythic units just to counter the power creep they have allowed to exist within the game for well over a year now.
Because of the fact that the enchantment system has no limits, and the same is true for minor transformations, the best option is to stack one unit class.
You can see some of the T1 tomes were designed with synergies in mind. Blight Blades + Poison Arrows or Lightning Blades + Lightning Focus.
Sadly this does not work at all. Part of it is related to Society/Form Traits but the largest offender here is simply how enchantments work in the game.
The problem is that not all tomes offer support for a multi-class army. Without enchantments you might as well not build the units, that's just how it is currently.
So by limiting enchantments you allow players to branch out to other tomes (for other enchantments and units) without feeling penalized for doing so.
Of course we also need more units, which is why I keep advocating for more cultural units to be added to the game (another T1/T2/T3 and a T4).
Triumph will forever refuse this though and keep insisting we use tomes exclusively for units. I think a combination of both routes is healthier.
Regardless, more units in tomes will also help, up to a point. We still require enchantment limits to be in place alongside this increase of units.
So how do we solve this problem? Simple, we take a page from the previous game, Age of Wonders: Planetfall.
I think the following (re)design would solve the issue:
- Limit Enchantments to 3 per unit class or 1 per enchantment group.
- i.e. Blades, Projectiles/Arrows, Defense, Utility, etc.
- Limit Minor Transformations to 2 per race.
- These just grant free power and shouldn't be unlimited.
- Rebalance Mythic units so they are undesirable to be stacked.
- Rebalance unit counters to actually matter, as currently they do not.
- Add more units via tomes and preferably also via the cultural rosters.
This will bring down the power of enchantment stacking and promote building a healthy balance of unit types instead.
Further amplified by making Mythic units more of a "team captain" and unit counters actually functioning as intended.
It will also allow for progressively stronger enchantments throughout the tomes, rather than more of the same being stacked.
I feel this is currently the largest issue the game is facing in terms of balance and it is definitely a source of frustration in multiplayer.
EDIT: Revised the original post to reflect recent changes in the discussion.
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