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To unlock Halberdier Sergeants you need somewhere in the field of 55-65k honor (including all the nodes). That is only if you're unlocking Halb Sergeants.
To unlock Iron reapers you need close to 400-450k honor (with nodes) or perhaps even more.That is only if you're unlocking Iron reapers.
Suppose a casual player can earn up to 20-25k honor per week( assuming said person does fief, daily and weekly quest). The time to unlock Halbs will take no longer than 3 weeks. Unlocking Iron Reapers will take more than 20 weeks.
I have face them in battle and they do an insane amount of damage but if you think of the time it takes to acquire the unit don't you think its meant to be?
loool. make muh vidya games realistic
Rework the gaps, reduce honor and leadership of higher units (to compensate). And the game would be much more fun:
- Low lvl ppl wouldnt feel totally useless (this way you compensate the horrible mm and premade queue system).
- Higer eras units would still get an upgrade and get to play more units (more fun) as a high lvl player.
- No more player that spams charge or attack in cavalry or IR, etc. Player must use their units with a little bit of brain when they face blue of green players with 3 or 4 star units.
- You can maintain the grind if you want adding more nodes to each units to improve it.
Funny thing is that the design encourage realism in a lot of ways and one of the most powerful units (IR) are equiped as noobs for battlefields. Dual wield and a F flail xD.
My post was pretty clear. Nerf the amount of time required so players dont feel entitled to having a broken unit never be fixed.
This will kill the game.
Never said leave it alone and do nothing about it. Iron Reapers have been nerfed before. Sadly this game, like any other game, needs time to be invested, a vast amount of it, to unlock all good units.
My post was self explanatory as well. Like I said before, that is what you get for investing a vast amount of time. I explained the time needed to unlock both units. Why a unit should be stronger than others. Iron Reapers are not immortal. A good charge can kill them all if it gets timed correctly or rain mortars at them.
It's only common sense to have better units for time invested at high end game levels is it not?
Yes, nerfing the grind should have an impact on how strong the unit should be, i.e, Monastic Knights.
Eventually all who invest and stay on the grind will have top tier units. Matter of time. Either someone has it or they don't.
This won't kill the game. At higher levels I enjoy the matches even more, thanks to the server event.
Lack of motivation, content, updates towards the game does.
I wrote a comparison of 2 units, a 4 star unit to a 5 star unit. I gave an idea of why they are stronger, meant to be stronger or should be stronger. Shouldn't a unit be stronger than the previous one? Shouldn't be obvious to acquire the strong stuff at later levels? Isn't logical to have better gear at the cost of great time invested?
It seems you miss the point, let me rephrase it as to make it easier for you.
Like I said before, lack of motivation.
You see enemy stronger than you so you give up/quit/afk/ leave/int or whatever you do to stay away from them. You ask why go back in a match to face Iron Reapers and get destroyed by them. So the player's motivation for grinding is lost. The progress has halted.
Lack of content, this is another reason why I mention kills the game. No introduction to new stuff/units/classes/maps/sieges will lead the game to die. Riding the same Unicorn over and over for a long time gets old really quick.
Lack of updates, yet another reason as to why. Very few fixes or none, on matchmaking brackets/bugs/exploits/AoE skills that doesn't even hit the character hit box and more to name.
Once again, like I said before and stated, don't you think a unit is meant to be strong if it requires a long time to unlock? That's all I said. As for the balance, I also agree that is stupid. This game will need a lot of work to be balanced. Even if it does get even at some point players will always complain about something.
It seems I can't give an idea, which I started with, on a easy to get unit over a longer invested time unit, without people getting triggered.
In what way am I wrong? These are reasons to kill a game faster. The devs can pull the plug which it would make both of us wrong.
I have played the game and enjoy it. Maybe grind something for once, seek advice on how to counter them and don't stop midway.
It's not normal that Elite tier 4 units with full tech tree upgrade are on shot 8-9k damage by tier 5 units while they can only cause 100-200 damage per hit to counter. Bring their damage to reasonable level.
As we all agree that each era units should be upgrade from era below we can't throw the overall game balance out of the window. Even if you take account the grind for IR's that doesn't excuse their status. Tech tree is a mess and IR-s needing 3 different lines to be grinded is not reasonable in the first place as they are not natural advancement from pikes and spear guards. Its artificially lengthened grind. Whole tech tree needs to be rebuilt from ground up. It's not logical that Sword units are all dead ends besides palace guards.
The tech tree needs to be looked into just like unit balance itself. Tech tree upgrades should have greater effect considering their honour value. Tech tree upgrades should have greater effect and promote the grind itself not just rushing top era units.
I, too, agree the tech tree is a mess.
Unfortunately, this system wants a stronger unit than the rest. Successor over predecessor.
The idea came from looking at at the tech tree, brainstorming, a theory from CB. The bait is the IR to keep people busy for some time, right? set aside the longer grind makes a strong unit. It may or may not play a part of the system. We all conclude, to an extent, that it needs to be nerf even more and reduce the amount time needed. Players can't understand why it deals and takes little damage and its hard to kill so we call it broken. We just know it does.
Well, we have very little understanding about CB damage, trait of units, skills and other things.
IR's do a large amount of output damage when charging, one shot most of the time.
This happens once a minute, every time, the unit charges, does it not? Does it happen every basic attack the unit makes? Do we understand as to why it does that much damage? We know it's a duel weapon wielding unit. We know it deals far more damage as a blunt weapon user.
But why is it so strong?Why is it so tanky? Do we fully understand this unit traits? What effect does having very heavy armor mean? Could it be hidden stats due to the traits, lets say, X times its base stats or more or less? I don't know. But because of those traits are in the unit, is that why the unit exceeds most? If so, rework the traits not the unit?
We, as players, don't know if the tiniest of the tiniest details matter in this game. Maybe it does or doesn't. Terrain, like a pebble that got stuck in your boot, angle, speed, weight, block, and more to name, give a boost to charge or lower the enemy enemy's effect. Well, we know it factors the play but by how much?