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The general high hit points of their units is best countered by healing IMO, other than disease as you say. They find it very hard to kill anything in a Broken Lord army backed by a couple of Dust Bishops, for example. Simply grind them down while not losing anyone, while killing any hero or wyverns as priority.
The thing with their diplomacy ability is that while they can force an unwanted diplomatic state there is nothing to stop the other side breaking the peace/alliance/whatever very soon afterwards ... and each extra force status change costs exponentially more than the previous one.
One of the reasons they come accross as very strong is that they are a simple faction for the AI to play, easier than say the Ardent Mages who require a lot of fine balancing and tricky decisions.
In short, not OP IMO but certainly strong opponents who have caused me a lot of grief so far. Which is a good thing.
Though I find the best part about them is actually their bonus influence points on ruins. It seems so minor, yet getting that +3 instantly adds up quickly, which means more 20-turn plans.
The egg hatchery buildings are nice, too.
Probably my favorite faction in EL.
Screenshot I took a while back. Of course every faction can wipe out huge numbers of minor faction units later in the game, but Drakkenlings are guaranteed not to die. A unit like the Ardent Mage's front-line warlock dudes can still take quite a bit of damage in the late game.
It is a ranged unit though, and its bonus is passive. While not the best damage, it can be useful to keep one with you in the middle of your army since the other two default units are melee.
Mage Heroes and dust bishops are "supports" too, but they got to their really good support abilitys also decent damage
Ancients are okay. I actually gave the idea that the morale bonus should be reversed, that the Ancient gets a bonus for each adjacent unit. You'd still only want like 1 per army, but it would turn it into a single, powerful ranged unit. Which I find fitting for an Ancient Dragon err, I mean Drakken unit.
I suppose its current bonus is okay, too. Since as mentioned above, Drakken units tend to have lower damage, so boosting their attack rating helps counter that a bit.
It's a fairly balanced one(if I had to say so) although with those stuff (aka tactical knowledge of each player's startoff and also ability to force truce/peace).
Tactical Awareness(early game) =/= Win,but it sure does help alot(in the hands of a skilled player that is).
But still,having units with the highest HP pool have a big trade off:provided if you have more industrial power,don't expect em to churn em out pretty soon.Their support unit aka Ancient;ain't that impressive for a morale bonus which gives little bonus,but is best benefitted by rangers(or ranged heroes).Stick magewands on em for a debuff.I don't really use Wyvern much,but Wyvern sure is a flexible scout.Then comes the Drakkenling,which is their ground troop which can be easily retrofitted to overwhelm infantry or cavalry.
Thier only healer comes form their Archivist or Loremaster based hero,kill that off and you can stop the crazy march.
Force Truce/Peace cannot be used frequently,it's a massive drainage on the influence provided if the Drakken Player had massive stockpiles of income going for him.And that doesn't stop the opposing player to purposely break it off LOL.
Also,they gain that ability in fairly mid-tier game.(they do gain the minor faction expansion abiet earlier though)
So if it has higher initiative than your guys, it is nothing special. If you have the initiative, you can choose attacks that don't result in it hitting five units at once. Furthermore, as it is a flyer it is very vulnerable to long bow attacks and should not be a problem after the first round as it will be dead.
This. Thank goodness someone gets it.
In the base game they lack pretty much anything useful, the ruins are a minor perk at best, as there are only 2 ruins per region,..
The wyvern is only marginally better, with the added bonus of extra experience compared to the Necrodrone (which has disease, and would destroy all of the drakken units with that ability), they also lack being able to wear certain items, like the necrodrone, given them just the abilities of the brute force really.
All of the other drakken units are basically useless in most fights beyond having a lot of health, so they can take a lot.. but they are still giant pin cushions to my wild walker archers.. who make sure they cannot be hit in their woods and cliffs.
The Drakken are most powerful though if not played as peaceful creatures as their lore suggests. They are great at war because you can force peace as soon as the war "needs to end".
The Drakken would be more powerful if diplomatic victory didn't involve spaming compliments every turn. (IMHO, the effect should just give a X amount of diplo points every turn until a war or insult occur)
I thought you only got bonus points from being in an alliance and killing enemies of said alliance?