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Fordítási probléma jelentése
I think in oder to see if this clan is good, people will have to play it more often to give a based feedback.
In my opinion this is a good clan and I enjoy playing it. The reason for playing is fun (also competition), but mainly fun. For its price it is an ok clan and it will help the devs of a smaller studio to support the game for a certain amount of time which is great, cause I love northgard.
In other games you get less value for much more money.
Also the devs are always friendly and supportive and take player feedback into consideration.
If you think this clan is boring shortly after relase, just dont buy it. Enjoy the clans you like and wait (hopefully) for another clan to be released.
I am not the most competitive player so I always like to play a new clan in conquest mode and try to challenge myself with mastering the new mechanic (which there are. I actually find them quite nice but a bit confusing and maybe the eagle mechanics could be made more unique)
I would have also liked a small eagle unit or that the eagle clan can take possession of the eagle that you can find of the map as an attack unit ( maybe for lategame)
I will maybe post some of the suggestions I have
Thanks to the devs for the awesome game and for creating that superb boadgame (which i just got delivered from kickstarter)
Best wishes
stay friendly (peacefully) and healthy
The rest being opinion.
To me this Clan is like a total misstep.
The first one though.
If it were the same with the recent 3 clans, it would be a trend, but isnt right now.
As of now it doesnt appear up to snuff for the reasons given.
But im well aware i might be the only one thinking like that.
Take it as some sort of feedback if you want. OP asked for an opinion and i gave one with reasoning as to why i feel that way.
If that sounds odd because its so totally different from your perspective, then thats how perspectives work.
Im not on your end following the creation of it, which is why i have my personal and obviously limited perspective.
At the end though, thats also something you have to deal with.
This clan gave this impression of an "asset flip". Although i wouldnt even call it that.
It appeared to me more like a backlog clan you found somewhere deep in the lowest concept drawer of your office table.
Im not saying it was, but it gives that impression and that doesnt speak for the creative quality.
This is at the same time praise as it is criticism btw.
You could also see it the way, that the other clans were all pretty convincing and unique.
In comparison, this felt like a total let down.
Maybe you set the bar too high.
By the way, this opinion is completely detached from whether this clan might be fun.
Maybe playing it would provide fun, but on paper it would still be the least original one you released up till now, more being like a collection of already existing mechanics from other clans mixed together.
Even if it was super fun, i still prefer to see something more unique.
the clan of the goat
uses sheeps
it's kinda a thing in this game :D
It seems some of the posters in this thread may not have played the Eagle and appear to be forming an opinion based on reading the clan description and assets, or they have only played a game or two.
When describing the clan to a friend who was considering purchasing it, I told him:
Imagine digging up items with Torfin, while healing in neutral territory, like the rat, while waiting on a special treasure to pop up every couple of months which requires clearing a tile to get a combat bonus, like the Lynx, but with the equivalent of a delivery of goods from the homeland, like the stag, while scouting the map with the Ranger-esque scouts from the Raven, and you will kind of have an understanding of some of the aspects of the Eagle Clan.
I can see why some people believe previous assets/abilities were recycled, but after playing several games, the Eagle really is its own unique clan, and comparing it to others, because of some similarities is really not an accurate representation of what the clan is or what it can do.
Strengths: quick access to high resources. This is partially map dependent, but if you have some shipwrecks/ruins near you, this can give you a really quick boost as you can search them without colonizing the property, and you can search them again later. If you do not have these items near you, the clan really misses out.
Closing wolf dens/duergar tomb without purchasing the property. This is great, as it can eliminate constant attacks from these threats early on, and you get to search the areas after closing them. This is also great as a support ability as it can help teammates to deal with these without having to purchase the area. You also get a loot bag that pops up when a new territory is discovered and you can take it, or leave it for a teammate. Pretty cool.
Little need for healers until mid game. The boneyard ability helps avoid messing with healers huts, as every unit in the tile heals after an enemy unit is killed. This is great for attacking far from home as you can easily heal all of your warband after a battle.
High levels of stone and iron due to searching treasures that pop up across the map, and closing neutral respawn points. You will be able to upgrade anything you want, and get an early relic out, without Balder's blessing.
Powerful military. This partially dependent on how fast you get the relic out. To me, the best part of the relic is the bonus to military units you get, every time you search a special treasure that appears every couple of months. The more of these you open, the more powerful you military gets, up to a certain point, plus you get a big resource bump. Add the fact that all you military buildings will be upgraded, and if you are on an upgraded tile you get +1 war band per warcamp, you can get a large army quickly. Plus, healing on the fly, after a battle and the help from the blind ability from the falcons, you can do some serious damage. Oh, and your military consumes 30% less food and wood when outside your territory, kind of like field rations, but potentially better due to reduced wood consumption.
There are others, but this is getting really long.
Weakness:
Happiness issues. The clan gets happiness based on adjacent unoccupied territories. This is great in duels, but on a crowded map, this can be useless as you may not have unoccupied spaces around your territory late game. It was weird working out how we were going to leave a gap between territories when playing with teammates. Kind of funny. Also, you almost need to unlock shiny happy people as you will not want to expand too far based on the happiness issued and your units consuming less when out of territory. I am still working this out, but this is one of the few clans I build a brewery for to keep happiness up.
Relic requirement: If you do not get the relic, and get it early, there is really nothing spectacular about the military, when compared to some other war-like clans. Without the relic, the warband can get big, and you will have upgraded units and warcamps, but there is no big bonus without the relic. They can still hold their own, due to healing in neutral territory, and the field rations-like ability helps get a big army, but the relic really helps a lot with its bonuses.
In short, I really like the clan, and am happy to have it. I still have a lot of playing to do with the clan to get a true grasp on its strengths and weaknesses, but those were my observations so far. Oh, and this clan struggles against the snake due to cloaked units outside your territory, which hurts your happiness, so you have to constantly watch for this.
My only quibble is the way buried caches can spawn on larger multiplayer maps. If it's a large map and you're aggressive with your exploration, you can end up with caches dotted around all of the other players' territories - meaning you can't really keep up looting unless you're declaring war on a lot of people, especially as the caches cap out at 5 present at any one time.
Main disadvantage is loot spawn, it can be really random (like enemy territory/dwarf one) and you cant pick it up.
Pros:
-Insane amount of resources through clearing
-no need for a healing hut, Quarry or brewery (in PvE, Duels rushing)
-Passive healing after clearing any zone (it also applies to your zones if you get attacked by neutrals)
-can rush very early with large numbers of units
Cons:
-useless relic (the dmg increase takes a long time to be useful) it could also spawn in a
zone with 4 other Valkyries...
-falls off fast if the game drags, because of no more zones to clear
-weak in large maps with more players
-500 fame bonus rarely sees action, because of no fame increase on colonizing zones
suggestions:
-change relic to allow you to control some eagles that blind and attack, instead of
increasing the dmg bonus, while keeping the cache spawn for resources
-training field lore should increase happiness on cleared adjacent neutral zones and
friendly zones
-Sentinel production increase up to 20-25%? right now it is only useful for damage
increase, the production part is useless, since having a villager collection food is better
than using the ability on upgraded farm with 3 farmers
-----------------------------------------------------------------------------------------------
I love the fact that a scout is there to support the military with spawning eagles for increased dmg and blindness, or scouting more zones for clearing and free resources, or digging caches for even resources, those resources even contain a lot of stone and iron, which means that you do not even need to waste anything on building a quarry or mining anything.
So basically, you can constantly use multiple scouts to fully utilize the clan rather than sending them into mining. Same with healing, the zones get a 2 min that heals your units meaning you do not need healers either.
That said, i do only play PvE and duels, and it is already obvious, that the clan would struggle heavily, if played in large maps, ffa or teams, because most of the happiness is acquired by having adjacent cleared tiles, which is not really possible in those types of matches,
nevertheless in duels the clan is extremely strong, maybe because no one knows how to play against them yet, but even then it is not easy to keep up with the early aggressiveness of the eagle clan, maybe even impossible with some clans. (10+ unit rush early 802 with military lore + upgraded units + the possibility of just harassing rather than fully engaging, because of the 30% less food and wood consumption
The worst thing i found about the clan is actually the relic, it does not fit with the play style of the clan, the dmg increase stacks very slowly, you probably win/lose the game before clearing 2 relic caches.
am facing players between 500-600 GP and 10+ units means you could get 13 or 14 units depending on the map, amount of tombs and shipwrecks, and that is def not small for a 802 march rush. also as i did mention, due to the 30% less food and wood consumption you do not have to force an engagement. you can sit around his zone, attack and then leave if he sends his entire pop, which means he has to keep up with a similar unit amount in addition to sacrifice extra production for pulling villagers into 1 zone all while you keep searching more cache for extra gold and send more troops.
1) sentinel lore talent is too weak, needs way too much investment to turn a profit for a tier 2 lore talent, needs some buffs for sure (you are sacrificing a villagers worth of income which can be much better spent elsewhere)
2) how tf do you get food with this clan? pretty much forced to take food silo tech & upgrade food buildings/workers immediately
3) how tf do you get happiness? (2+ breweries required?)
4) how tf do you get fame?
5) due to needing to invest heavily in food, not much stone/iron left over for upgrading gold income stuff
6) clan units outside territory consume less food/wood - well there's not really many units that benefit from this, just scouts and military?
7) in game description of "blood eagle" mentions boneyards i think? - patch notes say any zone containing a hawk? so i guess you need to take sentinel for this to work. might be good for holding off choke points and going for defensive macro victory.
8) feeling safe = XD
9) seems super difficult to me to pick up buried caches throughout most of the game, lots of them spawn in enemy territory which you cannot collect until clearing them out, but their econ is too weak at all stages of the game to really play aggressively.
10) haven't even tried Rapine yet as stuggling to get enough econ to go aggressive
p.s. what win conditions & military paths are you guys taking on Eagle?
buffing clan leader seems fairly worthless cos they lose legendary heroes. (but rally always nice).
playing defensively and going for macro win seems somewhat viable. (lore??)
going for mass warband probably the best tree though, as they get good bonus from upgraded zones = easy to mass military units? didn't try it yet tho (:
seems to me the clan is a jack of all trades, but master of none.