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But i'd definitely agree that the capture mechanic is lackluster, i'd personally prefer to see it gone completely, as it does not really fit with the rest of northgard gameplay imho
On upgrading thralls to villagers, you wold pretty often be mistaken to do so, while 1 villager will produce the ammount of 2 thralls, he also costs as much food as 3 thralls, a pop space and affects your happiess. So this would be a"noobtrap" rather than a useful bonus
also, why upgrade thralls to vills? vills are free, thralls get costly very quickly. especially with "feeling safe" or "recruitment" your thralls become a lot more important than your vills. i also see this as an issue, but for how the clan works currently, this would really just be a noobtrap.
capture rate is really low, and i don't really see why you would have that, as you usually wanna be at max thralls anyway (maybe useful after uprising to get back into the game, but after an uprising you're usually dead anyway)
dragon essence management is pretty chill, for me it's mostly about skipping useless bonuses xD
being outnumbered isn't really an issue, that's why your units are stronger in the first place and get AoE. without any additional tankiness (goat 500 fame feast, ox passive, conqueror 3k mil-exp, svalinn) you can shred any amount of enemies with 12+ dragonkin instantly. it doesn't matter anymore if there's a warband of 10 or 20 on the other side, they just get shredded instantly. (except maybe axe throwers, but these suck so much it doesn't matter anyway)
i agree with the relic, i see it mostly as a defense mechanism as almost nothing can fight a 32 attack unit. it's too slow to take into offense anyway. but all neutral attacks and/or kraken spectral warriors / raven raids can easily be repelled by the draugr jötunn. but you already won't need to send your warchief into offense because he's basically useless, so why make a relic to give even more defense? (warchief is useless as he isn't effected by the dragonkin heal and he doesn't do AoE)
about the clan being overloaded and tiring, i don't really see that at all. you don't need to manage vill-hp (just by choosing who to sacrifice), you can clear early without warcamps, you don't need to accompany WC with any other units after you get draconic frenzy (which is pretty OP if you start microing your units a little). i would rather say it's pretty boring (not overloaded) to play, as you really can't do much until you get 10+ dragonkin, until then, you just play an eco-clan like everyone else, you just take longer to reach what you need.
if food/wood are an issue for you to manage properly, then the dragon clan isn't for you because you need to be focused on getting kröwns as quickly as possible, becuase if you don't you'll just get overrun
Why spam overpriced dragonkin when I could play Wolf and spam cheap warriors and be more effective?
As long as you have to make constant sacrifices to refill that stupid Bar, this clan is no fun.
Overall. Dragon is a very unique experience and I would be upset if they were to remove the sacrifice/essence mechanic. I agree the capture lore is not useful, but really most clans have a few pretty bad lores.
while I agree that I enjoy the essence mechanic, I disagree about the capture mechanic. This sole lore trait is what makes Dragon Clan as different as possible from the other clans. What is lacking is the ability for their first military lore trait to function with it. Enslaved thralls (regardless of race) should not count as a military unit.
Yeah I meant to mention that even though I don't use the capture lore very much it's got great flavor. Having enslaved Kobolds/Elves/Giants fighting in a army with only the chief sounds really fun.
With Bloodbath, Kobalds are amazing.