I highly doubt that the person adding body type and voice options to faction creation (one of which was confirmed to be a mod they're simply merging into the game) is the same person who makes the balancing decisions.
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No it is not, it is a fundamental issue of vertical balancing where obsolescence is baked in. This always leads in to static predetermined roster of units in the end game that players is forced to pick not chooses based on strategic goals."High tier spam" is - more than anything else - a function of how fast/easy you can bring them to the table, because it should be clear that there must be "work" necessary to make lower tiers as viable than higher tiers, since a "higher tier" is by definition "better" - more powerful - than a "lower tier". Making a lower tier viable, on the other hand, must not be too easy either, for the same reason.
The situation we have is, that the same enchantment that will buff a low-tier unit will also buff a high-tier unit of comparable class. If you have a low-tier unit and you research an enchantment - fine. After that, if you get a higher-tier unit, it already comes with said enchantment.
"Strategy" is determined by which Tomes you picked, not by the tier of the unit you deploy, because the latter is a function of the former. That said, whether a unit loses viability or not depends on the amount of units you actually need, not on the units themselves. It is clear that when you need only a handful of units, let's say two dozens, most units will NOT be viable anymore once a certain point is reached. In fact, you WILL want to produce the latest gains (otherwise you wouldn't have to haave researched them) and if you only need a handful of units anyway, you can bang them out pretty fast, especially when they are produced and not summoned. This would look VERY different when you would need a lot more units, say, a hundred. Or, if only two or three dozen were needed, if units would take a lot more time and resources to produce/summon.
Combined arms as an effect is somewhat limited due to the stack size and the amount of units you can field per battle. It's aLso pretty implausible what any T1 could field to make its presence worth more for the 5 T3s and T4s in the stack than a 6th. It's basically the other way round: One T5 in a stack making 5 T1s and T2s a lot stronger makes a lot of sense - but that still needs that T5.
I don't know, wouldn't this depend on the counter itself. Like one type of counter is unit type - spears vs cav, but another is damage type - fire vs undead. So if the counter is unit + damage type like spears with fire enchant vs undead cav should it be even more than 1 tier?We need to be able to beat a unit of the same tier by countering it and a unit that is 1 tier higher should be matched in power.
This will ensure that with proper unit selection and army compositions you can run units that are 1 tier lower and thus cheaper.
By doing this you will eventually beat your opponent by a simple war of resources if they do not adapt and change up their units.
That's what proper gameplay looks like and that's how you keep lower tier units valid for a longer period of time than currently.
Having more units will not help so long as enchantment stacking exists and unit counters are poorly designed.The unit tiers are fine, we just need MORE units available for each tier, and certainly more options for special units that start from t2 to elite t4 t5 status.
Swarm tactics will never exist in this game because combat is capped out at 18v18 battles.Swarming, swarming with counter weapons, enchantments that increase baseline stats for certain tiers, enchants that enable terrain advantage, minor transformations and major transformations to buff friendly units or debuff enemy units. There may be other ways i haven't mentioned here, feel free to bring up these strategies.
Maybe not. But you're still pulling away resources from something else that could've been infinitely more useful imo.I highly doubt that the person adding body type and voice options to faction creation (one of which was confirmed to be a mod they're simply merging into the game) is the same person who makes the balancing decisions.
In that scenario, yes. Like 1,5 tiers or even 2 tiers. But this is an entirely different discussion tbh.I don't know, wouldn't this depend on the counter itself. Like one type of counter is unit type - spears vs cav, but another is damage type - fire vs undead. So if the counter is unit + damage type like spears with fire enchant vs undead cav should it be even more than 1 tier?
Swarm tactics will never exist in this game because combat is capped out at 18v18 battles.
Also Spider Mommies and to some extent ES Umbral armies if you could get them going. With Spider Mommies + Ritualist you are running around with a stack that has a stack+ in it's pocked, all of it is more a gimmick tho. (also battle maps were not made for this, those are too small for so many units at once)Swarm tactics in AoW means in-battle summoning from unit abilities rather than player spells and bonus units like the Houndmaster brings.
It's just not enough because neither Houndmasters or the things they generate are beefy enough and primal spirits are maybe a bit slow because of needign a 5 stack to come out, but something that worked like Echo Walkers that brought in a temporary copy of itself with its rank bonuses and enchantments on cooldown would have an easier time making value as a mass strategy (as Echo Walkers themselves often do in PF).
It's actually pretty simple. Units will keep useful, if there is a place for them. If you need a certain number and you can replace them all in a reasonable time then all other units become obsolete. ALL other units, including the ones your army is actually consisting of.No it is not, it is a fundamental issue of vertical balancing where obsolescence is baked in. This always leads in to static predetermined roster of units in the end game that players is forced to pick not chooses based on strategic goals.
Which tome you pick is determined by what this tome provides to enchant your strategy of which units are a big aspect. Good example is Tome of Stormborne, when decisive factor of it being picked or not are T4 Strombringers (another is Naga transformation), if those are removed from the tome it becomes a lot less desirable.
Again no, when it comes to unit viability and amount of said units. Unit does not become more viable if you can field more of it when it fails to produce results in combat. Viability is directly connected with unit performance in combat, this includes survivability plus utility that any given unit brings to the table and how those two combine to achieve set objectives.
In other words it doesn't matter how many scouts you can produce or field in combat when they die in droves without achieving anything.
There is also the multi-stack swarming scenarios where you bring 6 stacks against an opponent's 3 stacks, wear them down with chaff and disposable heroes, then hit them with the doomstack in the same turn.
Somehow it's not quite actually repetitive enough nor argumentative enough to be shut down.... So what's even being discussed anymore exactly? Nearly 60 pages in and so many conflicting statements, its impossible to keep track of what people consider to be an issue and why anymore.
... So what's even being discussed anymore exactly? Nearly 60 pages in and so many conflicting statements, its impossible to keep track of what people consider to be an issue and why anymore.
We all agreed each culture needs more units with viable counters and weapons.Somehow it's not quite actually repetitive enough nor argumentative enough to be shut down.
Perhaps the devs will eventually extract something useful here to rework the system a bit. Perhaps not.
I think it's broadly agreed that monostacking is boring and nonstrategic. But that's basically it, there's very little agreement on what to do about it and if I was a dev, I probably wouldn't want to touch an issue people are passionate yet inconclusive enough to go on for 60 pages about. This entire thread is probably pointless because if they try to tackle the problem, they'll surely do it with their own plan not found here... but then again, this thread highlights the problem to increase the chances of such a solution being developed.
I could have sworn people disagreed with that, but if not...We all agreed each culture needs more units with viable counters and weapons.
The thread is about as closely on topic as any long running thread on a web forum can be hoped to be.
Late game is typified by mono-unit stacks, mostly a racial tome tier 4, people are gnawing on the causes of that because there are several.
They don't have to become obsolete when different units provide different possibility for more varied strategies. With scouts example it is actually better to not have them at all in combat scenario in any significant numbers 'cause as soon as they will start dying in droves (and they will) it will trigger a mass rout. They are essentially a negative morale time bomb vs your own units that you brought and paid for.It's actually pretty simple. Units will keep useful, if there is a place for them. If you need a certain number and you can replace them all in a reasonable time then all other units become obsolete. ALL other units, including the ones your army is actually consisting of.
If you cannot replace them (all), units will keep useful because you need the numbers. In other words, a Scout is better than no unit at all.
Give or take something like that, but imo it should stop at T3 max stats. We kinda have this with medals to some extent, it just need some extra oomph in a way of BST and Hero of the Meek.(or at least that is my take)Since the system isn't suited to having massive battles where there a hundred units and one side can more easily field massive armies while another side can field its elites, and we've decided to wearing them down through multiple engagement isn't an options... what's the alternative exactly?
Maybe a system where every units can be recruited at a higher tier? So if you don't have a Tier V caster you want, you can just recruit your Tier II Pyromancer at Tier V and it gets the suitable numerical bonuses needed to compete? I imagine even then people would complain because it wouldn't have the depth of abilities that other units do but it could work, I guess.
You cannot swarm too much because of upkeep. I've tried this many times. 3 cities cannot support a huge number of stacks.There is also the multi-stack swarming scenarios where you bring 6 stacks against an opponent's 3 stacks, wear them down with chaff and disposable heroes, then hit them with the doomstack in the same turn.