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Imo, the options of the old system were too vast, and many skills were just useless and not worth picking up, and there are too few skills that were actually good and useful. It doesn't help that if you wanted to set up a hero/ruler to actually be good, you would end up picking the same skills over and over again as it felt mandatory in order to make them good.
This may be my only post in this forum as this topic is very... Dividing. No middle-ground.
In other words, old trees weren't actually trees, they were extremely boring.
Now, you actually have options, because most perks have their use, and you can't pick all of them.
You didnt pick a hero.
You pick a buff bot that existed purely to make your army better.
The new class system(And i hope they are more veriaty) makes heroes more then:
Body to slap the same skill on every time.
Before the upgrade i just grabbed whatever and made it an other army boosting, lighting spamming, melee master.
Now i accauly have to make do with different heroes.
I can still create army boosting lighting spamming mages.
But they can no longer also be melee gods.
Even spellsword has limits as in cannot just equipe a gun and be overpowered.
I like the new system because the skills are vastly more interesting.
I don't disagree with this part as I went out of my way to be different at times,
Now stuff is stuck behind layers of an onion and way to linear for me. My games are going to be over before get to even use half the stuff or going to feel super grindy as still don't want or need half the "perks"/buffs.
So I think your comment highlights the bigger issue, in that majority of "choices" just flat out suck or pointless/non impactful to begin with.
~ Before when I upgraded leaders I got to choose between a vast list of options what I wanted. Now I have like 5 choices and the rest are stuck behind a node tree.
Also In old AoW games I remember I got to choose what units upgraded to. Or in cases like Conquest of Eos (diff developer) they at least give you a couple options. Now units are "stuck" with this is what you get/live with it.
Old system was pick fighting 1, than 2, the searing blades, and so on. You could pick them in a bit different order, but the result is the same.
Now, instead of picking the same stuff all over again, you have options. And affinity skills to add to them.
You mean 2? There each level up gave you 1 of 3 choices depending on class. Mostly it was a statincrease. Like hp and move, def and res or attack and dmg.
Most skills were classlocked. Like warriors get leadership but never casting. Priest can get most casting. Rogue a bit of everything.
In 3 you got 5 points per level. Hero class level decided what you can invest them in. Like army buffs, spells, stats, special abilities.
A useful exercise with such changes is to imagine what a reversal of the change would look like to try to assess whether more was gained than was lost.
A huge amount of new functionality was added in the hero rework, so much so that it is inconceivable to imagine removing it all just to restore the less restrictive aspects of the old system.
This kind of reactionary complaint would be best addressed (if at all) by considering adding more flexibility to the new hero system, not by reverting and losing the new massive new functionality and UI gains.
But of course that would likely be futile anyway, as this poster no doubt is unhappy with everything about AoW4 that makes it something other than a re-skin of older titles in the series.
I think you're taking this to much old vs new. The "new" is very lackluster, the old had it's faults too.
I didn't mean to imply I wanted to "revert" but finding the "new" system to not have a lot of meat on it's bones
"A huge amount of new functionality was added" lol no.... it feels more like they moved the furniture around the family room and put in a new centerpiece.
There never was a way to compete with stuff like killing momentum. On the right heroes that doubles the damage output. What should they do? Make all skills "do 100 % more damage"?