Paladin Weapons poll feedback

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Deleted User - 419875

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Please discuss all things with the Paladin Weapons revision poll here.
 

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Currently, paladin books are alright and give value to units and make separating offensive/defensive villages important... but it definitely negates a lot of usefulness in troops.

Currently (on US worlds at least), a skilled defender will be able to defend any important village with a paladin, which effectively negates the usefulness of troops that aren't affected by a 30% boost in paladin books.


Archers, in my opinion, the best defensive unit in the game, are turned into basically non-existent units because the 30% boost that they DO NOT receive, ultimately makes spear fighters so much better that archers are effectively cut out of the defensive roster of any good tribe that has knowledge about the game.

Of course, in archer worlds you may find archers... but those archers being built are by inexperienced played who have NOT done the math or couldn't care less about having a strong army.

My proposal:

With Level 1,2,3,4 (1,8,16,24) - Give the players an option to CHOOSE.

Level 1: For Offense/Defense Give player the option to choose between any singular unit and give it a 3/6/9/15% buff. (You cannot stack with Level 1/2)
For the green "Utility" buffs, you can choose between recruitment, resources, build time and also give a 3/6/9/15% buff (You cannot stack with Level 1/2/4)

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Level 2: For Offense/Defense Give player the option to choose between any singular unit and give it a 5/10/15/30% buff (You cannot stack with Level 1/2)
For the Green "Utility" buffs, you can choose between recruitment, resources, build time and also give a 4/8/12/20% buff. (You cannot stack with Level 1/2/4)

With Level 1 and 2. you have already focused on your core foundation. If you want to run an archer and spear build, you can do that. If you want to run an Axe and Heavy Cavalry Build, you can do that.

For level 3, I'd suggest focusing on a more structure oriented build.

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Level 3: For Offense/Defense Give player the option to choose between Wall Negation or Wall Buff of 5/10/15/30%

With the current wall buff option, "Boiling Oil" is an extremely weak Level 4 book and is DIRECTLY COUNTERED by the ram book. 30% wall bonus would already be reduced to 6% from rams when faced with a 50% (normal ram negation) in addition to it's 30% (Math: 30% boost *1-.8=6%)

For Green "Utility" Buffs, offer the loyalty option of 3,6,9,15 OR a Single Pit Production Buff (Timber/Iron/Clay) of 5/10/15/30% OR a Singular Building Recruitment Buff (Barracks/Stable/Workshop) of 5/10/15/30%

(For single building buff, you can choose barracks, stable or workshop... and such a strong buff can allow you to focus more axes,lc,cats or whatever you prefer... giving you a very useful option to put your eggs into one basket when recruiting)

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Level 4: For Offense/Defense Give player the option to choose between FULL INFANTRY/FULL CAVALRY Buff of 5/10/15/30%.

This level would be considered an endgame. If your village is predominantly axes (offensive) or spears/archers/swords) defensive, you can opt for the full infantry buff.... or if your stables are super strong, you can opt for the full cavalry buff.

This allows villages to heavily focus on building in one area and pairs specifically well with the level 3 recruitment bonuses.

For green "Utility" Buffs, you can choose between recruitment, resources, build time and also give a 5/10/15/30% buff. (You cannot stack with Level 1/2/4)

(With the final utility buff, you can always have resources/building/recruitment somewhat buffed, but none of them can be multiple stacked. Weakest one would have 15% maximum buff while the strongest can have a 30% maximum buff)



While these ideas aren't entirely polished, it's a solution to fix the current system where some functions are clearly overpowered, and some units are entirely left out.

Giving players the option to focus on a certain unit or point of development allows tons of flexibility in builds and makes the game more about thinking and engaging with the system rather than forcing a player to choose a certain path.

Thanks,

Steve/Report/The Guide.
 

Deleted User - 419875

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Thank you for that feedback and suggestions Steve.
 
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