Elegant Balances
Posted: Tue Feb 18, 2014 2:53 am
Hello I am Lord Panda and have been playing Dogs of War for a while. I have played tabletop games for 5 years including Warhammer, Warmachine and Malifaux.
Balances are complicated. Focusing on one unit can have unwanted repercussions. This post is to suggest brainstorming of ideas that would shift the meta towards more interesting strategies and allow players to have more fun. Here are a few of my thoughts:
1. Ways to make the game less Elite vs Elite.
* Strategic surrounds takes more skills and is more rewarding. Current problems is certain elite units like PoB and Skrull Warrior can destroy basic infantry lines too easily.
* Offensive stance can ignore hard-boiled. This punishes PoB and Skrull Warriors for reckless aggression without making those units obsolete.
*Skeleton warriors are the only viable basic infantry that can be up to par with elites due to ferocious and cost wise.
*Footman cost more than Skeleton warrior but are not more effective against elites due to low damage and pursuit movements, with no synergy between its traits and abilities. Suggestions: Give the Footman fierce, making it synergies with its ability Taunt and prevent pursuit of movement. This is an appropriate buff as it plays with the defensive nature of of the Lion army. The fierce trait would make the Footman feel heroic and more effective at blocking charge lanes among other things.
* Fangs need a slight point reductions (5 points) because PoB and Grave Guardian are more cost effective. With the change, its easier to compare two Fangs to a Grave Guardian or three Fangs to a Predator of Blood lv5. This would give the Wolfen players the option to field more than five units in lower points games and perform tactical surrounds. Another option to increase the point cost of Grave Guardians and/or Predator of Blood, this is to lessen the discrepancies between the elite and basic infantry.
2. Ways to Improve Draws.
* Right now, draws favor the faster army despite how big of an advantage the slower army has. Here is a suggestion. Introduce a new battle order that increases accuracy (+2) and lower damage (1) which reduces movement by 1 and prevents sprint. This incentivize players to run basic infantry units which can tie up potential "runners" and is also a way to prevent charges. This still allow people to go for draws in unfavorable match ups with planning rather than a straight draw due to speed. For example, you can run a skeleton warrior up to a wolfen crossbowman preemptively to slow his movements then finish off his predator of blood with the rest of your army. The attack would still have to hit, so you can't rely on hitting a defensive stance grave guardian or knight of the lion with a skeleton warrior.
3. How to make more fun map Designs.
* There is something wrong with Big rocks. Archers can't be effective in maps with big rocks against high mobility units. Most games archers would get one or two shots off before being engaged or killed. This makes using archers not very fun. Suggestions: Elevated grounds allow archers to shoot over big rocks and adds a strategic point to contest between players. It promotes more aggressive plays. If this is technically difficult for the developers, another suggestion is to allow archers to shoot over big rocks but at a large damage penalty. This is because doing less damage consistently is more fun than doing full damage inconsistently. (The damage should be the same on average) This may be a problem with ferocious, but skeleton bowmen still need to hit and do not have divine favor or favorable auspices.
4. Make Worg More Fun
* Make Fielding Worg allow for +1 on Battle Orders. This makes him feel like a real leader and encourage the use of cheap infantry units with a commander leading them to battle, for around the 400 point bracket. This synergies well with the suggested change on offensive stance so basic infantry can more effectively deal with legendary units.
What are your thoughts? Try to make suggestion on broad game concepts rather than one individual units.
Balances are complicated. Focusing on one unit can have unwanted repercussions. This post is to suggest brainstorming of ideas that would shift the meta towards more interesting strategies and allow players to have more fun. Here are a few of my thoughts:
1. Ways to make the game less Elite vs Elite.
* Strategic surrounds takes more skills and is more rewarding. Current problems is certain elite units like PoB and Skrull Warrior can destroy basic infantry lines too easily.
* Offensive stance can ignore hard-boiled. This punishes PoB and Skrull Warriors for reckless aggression without making those units obsolete.
*Skeleton warriors are the only viable basic infantry that can be up to par with elites due to ferocious and cost wise.
*Footman cost more than Skeleton warrior but are not more effective against elites due to low damage and pursuit movements, with no synergy between its traits and abilities. Suggestions: Give the Footman fierce, making it synergies with its ability Taunt and prevent pursuit of movement. This is an appropriate buff as it plays with the defensive nature of of the Lion army. The fierce trait would make the Footman feel heroic and more effective at blocking charge lanes among other things.
* Fangs need a slight point reductions (5 points) because PoB and Grave Guardian are more cost effective. With the change, its easier to compare two Fangs to a Grave Guardian or three Fangs to a Predator of Blood lv5. This would give the Wolfen players the option to field more than five units in lower points games and perform tactical surrounds. Another option to increase the point cost of Grave Guardians and/or Predator of Blood, this is to lessen the discrepancies between the elite and basic infantry.
2. Ways to Improve Draws.
* Right now, draws favor the faster army despite how big of an advantage the slower army has. Here is a suggestion. Introduce a new battle order that increases accuracy (+2) and lower damage (1) which reduces movement by 1 and prevents sprint. This incentivize players to run basic infantry units which can tie up potential "runners" and is also a way to prevent charges. This still allow people to go for draws in unfavorable match ups with planning rather than a straight draw due to speed. For example, you can run a skeleton warrior up to a wolfen crossbowman preemptively to slow his movements then finish off his predator of blood with the rest of your army. The attack would still have to hit, so you can't rely on hitting a defensive stance grave guardian or knight of the lion with a skeleton warrior.
3. How to make more fun map Designs.
* There is something wrong with Big rocks. Archers can't be effective in maps with big rocks against high mobility units. Most games archers would get one or two shots off before being engaged or killed. This makes using archers not very fun. Suggestions: Elevated grounds allow archers to shoot over big rocks and adds a strategic point to contest between players. It promotes more aggressive plays. If this is technically difficult for the developers, another suggestion is to allow archers to shoot over big rocks but at a large damage penalty. This is because doing less damage consistently is more fun than doing full damage inconsistently. (The damage should be the same on average) This may be a problem with ferocious, but skeleton bowmen still need to hit and do not have divine favor or favorable auspices.
4. Make Worg More Fun
* Make Fielding Worg allow for +1 on Battle Orders. This makes him feel like a real leader and encourage the use of cheap infantry units with a commander leading them to battle, for around the 400 point bracket. This synergies well with the suggested change on offensive stance so basic infantry can more effectively deal with legendary units.
What are your thoughts? Try to make suggestion on broad game concepts rather than one individual units.