Group of 4 & relative champions power

About the fact that having champions that can kill by themselves entire enemy armies is perhaps not ideal... or that it is relatively easy to build a stack of doom, I was wondering about a possible solution or at least an additional delay into reaching this unwanted state in the game.

 

If we were to have bigger groups from the start, like  4 men per group, instead of 3, then relatively, champions would have more troubles reaching the point where they can trash regular armies.

Admittedly, to keep things in balance, monsters should get a raise of +25% HP.

 

 

4,101 views 4 replies
Reply #1 Top

Having 4 weak troops instead of 3 won't change much !

A solution could be to have only 1 hero per stack rather...

Reply #2 Top

why weak? This is a shift of power in favor of soldiers... From 3 they go to 4, group of 4 is now 5, etc. Add equipment, and this will give a significant boost I think, so correlatively heroes will take more hits from them.

Reply #3 Top

Champions have been nerfed a lot from what they used to be. Increasing group size, is not a solution, because that will cause a big disbalance with monsters.

 

Maybe it is needed a trait like Executioner (+5 attack vs heroes) to be used in unit design. So u might design a unit specialized in hero-killing (archers, horsemen, whatever you decide), and hope that the AI will use them (or better not!!).

Reply #4 Top

I think its less champion vs troops than stacks of doom vs everything else.

IMO Its ok to have the killer hero, all the best items/spells/etc  that can take out a whole stack of mediocre troops solo.  It should reach the point where it can solo most things, but a concentrated effort can bring it down or an inherent weakness.

It changes when you have 9 of them though, nothing except another stack of doom can stop it.  Add mobility - cloudwalk, all mounted + tireless, etc and 1 stack can dominate.   Which is what I usually do, until I make a 2nd :)

 

Anyway, I wish there was a mechanic for prevention - at least for champions.  

Exponentially increasing maintenance - Inherent magical abilities work poorly together, causing a rip in the space time continuum that sucks mana when 2 or more mages get together.

An EGO stat - each army can only have an ego limit of 10, and each level increases its ego stat by 1 (unlimited for 1 hero).  So you could have a few weaker heroes working together, but as they increase in power you have have fewer.  Till finally its a limited stack of doom with 8 archers and a melee defender hero.  Which is still better than 9 heroes.