

But not being able to select the order of your troops makes some units completely useless. How does it work?Ģ) I am sure this already has been said elsewhere.

People with an army size of 2-3 times the average on server will be really difficult to challenge.ġ) Could you please explain the mechanism of the skill “Sabotage”. Would you considering adjusting these values any time soon? And the fact that warbans still gives 100% loss I do not get. I like the fact tile hitting isn’t as devastating as previously, but also dislike a 100% regain on troops lost to NPC and 40% on PvP seems really high. How about some equivalent of the cave or piece of gear that can protect the champion in the same way while a player is logged off? It would be great if gear was likewise split in separate slots for vanquish, economy and combat, but failing this, a fast way to switch between gear sets could help.Ĥ) The ability to protect resources and troops by the cave or sending to other players is a great feature for thoughtful players to get an advantage. I would suggest splitting the champion tree into an economy tree (resources, gathering, troop training) and a combat tree (troop, warlord and champion buffing).ģ)The economic pieces of gear are really frustrating to use, eg needing to equip an otherwise unwanted piece of gear each time you start to gather a node or train a troop type of construct a building. Presets, easier ways to switch and confirmation dialogues could all help.ī) I like the design of the vanquish tree (although why is is for example more costly in points to specialize in dwarf slaying than empire slaying), however, the champion tree is really frustrating with a ton of undesired skills needing to be selected to get the ones you actually want. eg as it is now 2 players send 40k chariots each to a warband but one loses all 40k and one only loses 5kĪ) The need to switch from economy to combat builds can really kill potential pvp opportunities because it so expensive in terms of warpstone, unforgiving of mistakes (no way to revert a single misclick) and time consuming. It would be really appreciated if both attacked and defenders could get losses split equally between their contributions. Hi devs, I have a few ideas about what I find frustrating in the game and could be improved.
