The Unbeliever
Well-Known Member
One of the biggest issues I have with the game currently is how god-awful the overall balancing of the military side of the game...
And especially with the upcoming,
, that's soon to be released, I feel that we could really do with another major overhaul & rebalancing of the game's god-awful fighting mechanics.
1. Human Barracks units generally suck royal gak...
Overall, Humans are well, complete crap at fighting. They are plagued by too many of their units being 'specialists' vs. the needed 'generalists' against the enemy units they're meant to counter. (ie: why are Paladins so woeful vs. light infantry?)
On that note, some needed fixes for Human units;
a) Either give Barbarians a second 'Strike Back' attack, OR, let their -def% last for 2 rounds (which is what Elves get)
b) Boost Paladins atk% bonus vs. Light Infantry, OR, give them a sizable def% boost vs. Light Infantry.
ATM these guys are basically just 'worse V.Guards', which leaves Human players massively disadvantaged vs. encounters with lots of enemy Light Infantry. (ie: Humans are forced to wait until half way through fething Orks & Gobbos to get an actual counter unit?! WTF Inno?!)
c) Decrease the damage spread on Mortars.
These guys are the single most useless units in the entire game! Why? Because while they have a huge range, they hit with all the power of a wet noodle.
It is actually a common occurrence to have these guys get wiped out by the units they're supposed to actually be a hard-counter towards!! They can't move, are among the slowest to act, and can't even tickle the enemy before getting their faces beaten in.
Again, this means that Human players are literally *FORCED* to use Orc Strategists (a Ch.8 unit) in order to gain a usable heavy ranged unit...
2. Give the Merc Camp & Training Grounds their own training slots.
Give the Training Grounds & Merc Camp their own training slots, but for balance sake, perhaps cap it at 3 slots per vs. the standard 5...
At least this way the new upcoming feature will be semi-playable by everyone, instead of just those select dozen or so players who have all Lv25-30 AW's + 2-3 Fire Phoenix.
3. The Sanctuary/Martial Monastary need a massive boost in power!
From iirc, Sorcs & Dragons on, the tech tree forces 3x Squad Size techs per chapter.
However, the overall boost from our military AW's has simply continued to stagnate meaning that our troops overall are getting left in the dirt by the enemy. (in tournament & soon spire especially)
30% max health boost is just cosmetic at this point due to the massive increases in squad sizes. (which hugely effects overall tournament difficulty, while spire is introducing 2 + 3 wave fights!)
As the currently only source of permanent defensive boost in the game, and that it requires months and months worth of kps to achieve, it feels a little bit cheap to get such a paltry bonus.
4. NO MORE TERRAIN SCREWING PLEASE!!
Seriously Inno, your terrain generator is the single worst aspect of the whole fighting system... it should *never* end up that one side gets hosed by terrain so badly that a fight is 1000% 'unplayable'.
It's going to be especially galling once the new feature is released, and instead of losing only a small number of troops to this hellish RNG, we end up losing 1000's of troops at a time. (or 10k-15+ for you end-game players!)
And especially with the upcoming,
Spire of Eternal Misery
1. Human Barracks units generally suck royal gak...
Overall, Humans are well, complete crap at fighting. They are plagued by too many of their units being 'specialists' vs. the needed 'generalists' against the enemy units they're meant to counter. (ie: why are Paladins so woeful vs. light infantry?)
On that note, some needed fixes for Human units;
a) Either give Barbarians a second 'Strike Back' attack, OR, let their -def% last for 2 rounds (which is what Elves get)
b) Boost Paladins atk% bonus vs. Light Infantry, OR, give them a sizable def% boost vs. Light Infantry.
ATM these guys are basically just 'worse V.Guards', which leaves Human players massively disadvantaged vs. encounters with lots of enemy Light Infantry. (ie: Humans are forced to wait until half way through fething Orks & Gobbos to get an actual counter unit?! WTF Inno?!)
c) Decrease the damage spread on Mortars.
These guys are the single most useless units in the entire game! Why? Because while they have a huge range, they hit with all the power of a wet noodle.
It is actually a common occurrence to have these guys get wiped out by the units they're supposed to actually be a hard-counter towards!! They can't move, are among the slowest to act, and can't even tickle the enemy before getting their faces beaten in.
Again, this means that Human players are literally *FORCED* to use Orc Strategists (a Ch.8 unit) in order to gain a usable heavy ranged unit...
2. Give the Merc Camp & Training Grounds their own training slots.
In the upcoming Spire of Eternal Misery, we will be fighting with (currently on beta) 3x our basic squad sizes!
However, we are still stuck with just the same 5 slots to train ALL our troops? This is rank BS...
If we are suddenly going to go from using 100's-1000's of troops per week from the tournament to tens of thousands for tournament + spire, then we need to have our troop training capabilities increase as well!
However, we are still stuck with just the same 5 slots to train ALL our troops? This is rank BS...
If we are suddenly going to go from using 100's-1000's of troops per week from the tournament to tens of thousands for tournament + spire, then we need to have our troop training capabilities increase as well!
At least this way the new upcoming feature will be semi-playable by everyone, instead of just those select dozen or so players who have all Lv25-30 AW's + 2-3 Fire Phoenix.
3. The Sanctuary/Martial Monastary need a massive boost in power!
From iirc, Sorcs & Dragons on, the tech tree forces 3x Squad Size techs per chapter.
However, the overall boost from our military AW's has simply continued to stagnate meaning that our troops overall are getting left in the dirt by the enemy. (in tournament & soon spire especially)
30% max health boost is just cosmetic at this point due to the massive increases in squad sizes. (which hugely effects overall tournament difficulty, while spire is introducing 2 + 3 wave fights!)
As the currently only source of permanent defensive boost in the game, and that it requires months and months worth of kps to achieve, it feels a little bit cheap to get such a paltry bonus.
4. NO MORE TERRAIN SCREWING PLEASE!!
Seriously Inno, your terrain generator is the single worst aspect of the whole fighting system... it should *never* end up that one side gets hosed by terrain so badly that a fight is 1000% 'unplayable'.
It's going to be especially galling once the new feature is released, and instead of losing only a small number of troops to this hellish RNG, we end up losing 1000's of troops at a time. (or 10k-15+ for you end-game players!)