Back in the closed i did a similar post showcasing all the useless skills and abilities of the game. This helped a lot the developers and thanks to that they changed MANY of them and made the game much more interesting as the "best" build wasn't so obvious anymore and every tree was somehow unique.
Right now this is much better but still more can be done. Please list all the talents/skills you will never ever consider. Notice that a talent can be good in a vacuum but you should consider also the other option you can choose.
I will start (im not going to repeat certain skills if there are in multiple units):
Ram:
- Skeleton warrior -> Possessed. I like this talent i really do but it has no reason to exist next to ferocious or hardboiled, the real choice there. I can't think of one reason to go for possessed instead of ferocious or hardboiled. Also, 7 AP is quite a lot of it, it might interesting if it is a filler talent costing 2-3 AP or if it is merged with ferocious (leaving the choice between HB and ferocious+possessed). This would make ferocious talent a good overall ability that is always useful regardless of the enemy.
- Skeleton archer -> possessed here is marginally more important but the real choice is always between ferocious and fierce.
- Skeleton archer -> double shot. It works on lion archer but NOT on the skeleton one. No divine favor and a lower ACC makes it worthless even point blank.
-Necromancer -> coscience (all units). Still too many AP for what it does. The fact that the maps are smaller it doesn't help this talent to shine either. I would reduce it to a cost of 15-12 AP as focus is always the most obvious choice here.
- Priest of saluel -> occult erosion. Amazing skill but a bit worthless on the priest as if you want a good mage counter a paladin is so much better for the same price more or less (and can be lvl 2 only!). Too many points spent for a unit who is effective only sometimes is quite bad. Add another skill, bitte.
- Priest of saluel -> Aura of crepuscular princes , still have to see it once played. I guess it is nice on paper but transfer is so awesome and necessary i will never ever consider it.
Gargoyle -> Assassin. I would like my suggestion implemented (100% crit if more than a 100 or 120% hit chance). Too random imo and an assault unit shouldn't be too expensive and hope for the RNG.
-Flesh golem -> fierce. Who would go for that when HB is super good on the golem? the difference between a unit doing 4 damage or 1 is so important in this game that nobody would go for fierce.
Wolf:
-Fang/hunter -> assault strike. That skill is rubbish. It backfires so much is not even funny (attack of opportunity when disengaging + malus for the whole turn!). Also if you kill the enemy with that, you will pursuit normally (3 hexagons) making the skill useless. It is even more useless on the hunter without the Elusive talent and we all know how much it sucks to have your assault units hit even more reliably!!
Solution -> keept the malus but if the unit is killed with the assault strike the pursuit movement will be equal to the MOV of the unit
- Wolven lonewolf -> semi/useless Mortification. I say this because if you don't take regeneration you will use it maybe 2 times in the game. If you take regeneration it might fail (85% success chance...full life not engaged) making it not the most reliable tool for healing. Solution -> make mortification success rate at 95% chance. Mastery for the arcana should be for the internal rage path, not for the support path!
- Rune guardian -> scourge: magicians. 9 ap for something so specific? 4 AP for scourge: living dead is SO Much better and costs less (plus you can use it effectively as you would swap to your GG with scourge undeads only when you face ram so it will be always used the buff...while you never know if the enemy will have some mages!)
- Grave guardian -> Martyr. I love that skill but for TEN AP? i will always go for taunt, especially when the only faithful needs maximum 3 faith.
-Grave guardian -> survival instinct. Too random for its price. Keep the same price but make it so the unit doesn't get the surrounded malus or that the malus is reduced to 5% per unit.
i will let the lion experts comment on them
Lion
- Sparkling - Elusive (not for 4ap... its 20% of units price), Parry is better but 8 + 2 still makes no difference mostly. (dragonwarrior)
- Swordsman - Fencer and Vivacity... first is +10% or not... and Vivacity on unit woth DoD 8? no way...(dragonwarrior + Deuzerre)
For The Light needs fix and Taunt would be nice to work as all other stances. (dragonwarrior)
- Bowman - Sharpshoter - high cost and ocasional - something new would be nicer. (dragonwarrior + Deuzerre + Deep Blue)
- Lion - Survival (to random) and Flurry of blows (-6 Dam both for attacks and counterattacks is terrible)(dragonwarrior)
- Knight - Implacable and Righeous (bravery test its only chance for knight for small STR buff) also taunt could work as all stances.(dragonwarrior + Deuzerre)
- Chimera - Righteous (build in or out - with hyperian and bravery she is far from needing it) + Guardian angel needs a buff and SoV some fixes + consciousnes for 40 is hell but it would be nice on such unit.(dragonwarrior)
Right now this is much better but still more can be done. Please list all the talents/skills you will never ever consider. Notice that a talent can be good in a vacuum but you should consider also the other option you can choose.
I will start (im not going to repeat certain skills if there are in multiple units):
Ram:
- Skeleton warrior -> Possessed. I like this talent i really do but it has no reason to exist next to ferocious or hardboiled, the real choice there. I can't think of one reason to go for possessed instead of ferocious or hardboiled. Also, 7 AP is quite a lot of it, it might interesting if it is a filler talent costing 2-3 AP or if it is merged with ferocious (leaving the choice between HB and ferocious+possessed). This would make ferocious talent a good overall ability that is always useful regardless of the enemy.
- Skeleton archer -> possessed here is marginally more important but the real choice is always between ferocious and fierce.
- Skeleton archer -> double shot. It works on lion archer but NOT on the skeleton one. No divine favor and a lower ACC makes it worthless even point blank.
-Necromancer -> coscience (all units). Still too many AP for what it does. The fact that the maps are smaller it doesn't help this talent to shine either. I would reduce it to a cost of 15-12 AP as focus is always the most obvious choice here.
- Priest of saluel -> occult erosion. Amazing skill but a bit worthless on the priest as if you want a good mage counter a paladin is so much better for the same price more or less (and can be lvl 2 only!). Too many points spent for a unit who is effective only sometimes is quite bad. Add another skill, bitte.
- Priest of saluel -> Aura of crepuscular princes , still have to see it once played. I guess it is nice on paper but transfer is so awesome and necessary i will never ever consider it.
Gargoyle -> Assassin. I would like my suggestion implemented (100% crit if more than a 100 or 120% hit chance). Too random imo and an assault unit shouldn't be too expensive and hope for the RNG.
-Flesh golem -> fierce. Who would go for that when HB is super good on the golem? the difference between a unit doing 4 damage or 1 is so important in this game that nobody would go for fierce.
Wolf:
-Fang/hunter -> assault strike. That skill is rubbish. It backfires so much is not even funny (attack of opportunity when disengaging + malus for the whole turn!). Also if you kill the enemy with that, you will pursuit normally (3 hexagons) making the skill useless. It is even more useless on the hunter without the Elusive talent and we all know how much it sucks to have your assault units hit even more reliably!!
Solution -> keept the malus but if the unit is killed with the assault strike the pursuit movement will be equal to the MOV of the unit
- Wolven lonewolf -> semi/useless Mortification. I say this because if you don't take regeneration you will use it maybe 2 times in the game. If you take regeneration it might fail (85% success chance...full life not engaged) making it not the most reliable tool for healing. Solution -> make mortification success rate at 95% chance. Mastery for the arcana should be for the internal rage path, not for the support path!
- Rune guardian -> scourge: magicians. 9 ap for something so specific? 4 AP for scourge: living dead is SO Much better and costs less (plus you can use it effectively as you would swap to your GG with scourge undeads only when you face ram so it will be always used the buff...while you never know if the enemy will have some mages!)
- Grave guardian -> Martyr. I love that skill but for TEN AP? i will always go for taunt, especially when the only faithful needs maximum 3 faith.
-Grave guardian -> survival instinct. Too random for its price. Keep the same price but make it so the unit doesn't get the surrounded malus or that the malus is reduced to 5% per unit.
i will let the lion experts comment on them
Lion
- Sparkling - Elusive (not for 4ap... its 20% of units price), Parry is better but 8 + 2 still makes no difference mostly. (dragonwarrior)
- Swordsman - Fencer and Vivacity... first is +10% or not... and Vivacity on unit woth DoD 8? no way...(dragonwarrior + Deuzerre)
For The Light needs fix and Taunt would be nice to work as all other stances. (dragonwarrior)
- Bowman - Sharpshoter - high cost and ocasional - something new would be nicer. (dragonwarrior + Deuzerre + Deep Blue)
- Lion - Survival (to random) and Flurry of blows (-6 Dam both for attacks and counterattacks is terrible)(dragonwarrior)
- Knight - Implacable and Righeous (bravery test its only chance for knight for small STR buff) also taunt could work as all stances.(dragonwarrior + Deuzerre)
- Chimera - Righteous (build in or out - with hyperian and bravery she is far from needing it) + Guardian angel needs a buff and SoV some fixes + consciousnes for 40 is hell but it would be nice on such unit.(dragonwarrior)
Last edited by Deep Blue on Thu Mar 20, 2014 10:14 pm, edited 4 times in total.
Closed beta tester - Ram & Wolf player
Useful links:
AP army calculator (by Hod): http://dogsofwar.eu.pn/
Useful links:
AP army calculator (by Hod): http://dogsofwar.eu.pn/