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Freedom > classes
It is really great how it is now.
That's a truly reflected comment.
Astonishing how you managed to cover all aspects of the controversy in such detail.
You think so? Awesome! I feel tired to repeat myself again and again. So that helps.
You seem to be complaining that your race became too chaotic and unfocused when you play which lead to an unoptimzed faction... Give it time man. Eventually you'll be familiar with what options are available and can plan accordingly. The choices are all on you, tomes an all. If you want those greedy industrious goblins, with fire; You can have them. It just takes a little foresight and restraint from making the "meta" choices
I have been saying this, for a while. Too much choice creates disappointment, and choice itself becomes an illusion.
I am playing my pseudo Evil goblin barbarians who ride spiders and wield poison. They are trying to integrate with the other societies but are still dabbling in necromancy. Will they overcome their evil tendencies or will they succumb to their lust for power?
After that I am planning on playing some hippie unicorn loving dwarf mystics. I look forward to see how it works out.
These scenarios are only viable because of the freedom we have in this game. IMO anyone who struggle with too much freedom lacks imagination.
The point is - you CAN make such a build just for fun, but you instantly realize that it is an artificial handicap. That's the question how much freedom is reasonable.
And that frog zealot using the horde tome is actually not a joke, in fact it's one of the most efficient builds to combine chaos and order.
Summon zealots on the fly which get Spawnkin and cost like -50% or less upkeep, pretty absurd.
Your 'class' is based on how you decide to build your hero as they level up their skills. If you want the leader of your MYSTIC faction to charge into battle with a two handed weapon as they cleave through enemies with their units providing long ranged support, you can do so.
Conversely, if you want the leader of your BARBARIAN faction to be a spell slinging shaman who hangs in the back row while sending their troops out to function as meat shields, you are likewise free to do so.
The major theme of this game is freedom of customization, that's what the devs spent a lot of attention towards hyping up. Nothing in the game is predetermined for you. Neither your racial traits, nor the approach your leader decides to handle conflict. Warrior, Mage, Archer, Support, it's up to you to decide how you want to make them.
It could be worth if they walked all the way to full customization: truly creating your own race without limitation, also known as point buy system with unlimited positive and negative traits from Master of Orion or Stellaris. Creating your own units with picking equipment like Endless Legend or the same MoO/Stellaris,
Instead, there are limitations again: only 1 trait of that type, only 1 trait of that type. Pick from certain sets of units. Nono, you can't even create your own unit deck.
I bought, and play AoW 4, based entirely off of the faction/race/ruler creation.
That should pretty much say it all, for someone like me. And I enjoy 4X games, such as the Civ franchise. Never really got into AoW until now.
Yes yes yes. This. Culture is a part of your race. Class is more handled by your choice of tomes and such. Yes, you do get one tome from your culture, but that doesn't make a class.
Greedy Industrious Goblins + Fire can be handled a few ways. What are you wanting to prioritize? For me, my image of this says (and this is off the top of my head)...
Bulwark, because they make strong equipment.
Elusive, because they like to steal stuff and get out without getting pinned down.
Industrious culture, obviously.
Runesmiths, leaning into my "strong equipment" angle.
Ruthless Raiders, the greedy wee bastards.
So right now we've got sturdy goblins who don't take a lot of damage from reactions and opportunity attacks, who gain Draft and Gold (LOOT!!) when they win battles and make strong arms and armor. Who, of course, seek out all the best shinies (Prospecting), work their little ears off (+Production income), and know their equipment intimately (Bolstered Def/Res each turn).
This blends real nice with their many shield units. They can reposition as needed to cut off enemy flanking attempts without taking too much damage when breaking off. The Bastion in particular benefits from this strategy. And hey, even taking that hit bolsters them against other attacks until the next round! If they really need retaliation attacks to go down, the Arbalest has them covered.
Okay, so what about Fire? Here's how I'd build, but this is just me:
And then it's a tossup between Tome of the Creator and Tome of the Chaos Lord. Or I guess Daemon Gate could work if you wanna go that way, too.
'Wee Bastards' would actually make a great faction name.