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[Feedback Request] Changing the Duration of Unit Buffs/Debuffs to Last 6 Turns

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9 years ago
Jan 17, 2016, 3:38:03 AM
I was peeking through the xml files, and I found the spot where the duration of support unit buffs/debuffs were located.



One common complaint I've heard is that support units often aren't worth using because the duration of their buffs/debuffs don't last long enough.



Does anyone have any feedback (or personal feelings) on changing the duration of many of the effects (where it makes sense) to be 6 turns long, so that support units would be a bit more interesting and powerful.



I personally think it would be a really fun change. A single Cultist preacher, for example, could keep up to six units buffed for an entire battle. Wild Walker Agache Shamans could likewise put up barkskin on units that last the entire battle. To get these effects, you'd have to give up a garrison slot that could be used for a damage dealing unit.



I believe it would make those units more interesting and compelling to use.
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9 years ago
Jan 17, 2016, 4:26:24 AM
I agree with you, I think this change could help make more useful cultists support units, they are now a poor choice for your army.



But perhaps 6 turns is too long, Yes, you improved the unit, but with 6 turns it would be absurd to have more than 1 or 2 units of supports and that would reduce the optimal decisions available to the player, making a more repetitive game.



In my opinion the best decision is +1 turn duration and improve the effect of the buff.
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9 years ago
Jan 17, 2016, 5:01:49 AM
In a small fight, say less than six units a side, that would mean that there is little to no point of focus-firing the supporting units, if their buffs lasted forever.
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9 years ago
Jan 17, 2016, 6:16:53 AM
Some thoughts I had thanks to the wonderful replies:



Maverik wrote:
Yes, you improved the unit, but with 6 turns it would be absurd to have more than 1 or 2 units of supports and that would reduce the optimal decisions available to the player, making a more repetitive game.




Would you ever really want to run 3+ of the same support unit in a 4/6/8 unit army? You'd have to sacrifice a more offensive unit.



ZenTractor wrote:
In a small fight, say less than six units a side, that would mean that there is little to no point of focus-firing the supporting units, if their buffs lasted forever.




What if you used more melee units (and especially high-mobility cavalry/flying units) to try an interrupt them before they can get their casts off? We often hear that ranged units are too strong right now; lacking an interrupt might be an interesting solution. ;P
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9 years ago
Jan 17, 2016, 6:49:15 AM
Currently I do not use any, because they are shit smiley: biggrin, but I would like to see that the game is sufficiently balanced and rich in possibilities to think about viable exotic combos in some situations. I think the best way for balance this units its improving the buff effects.
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9 years ago
Jan 17, 2016, 10:37:38 AM
ZenTractor wrote:
In a small fight, say less than six units a side, that would mean that there is little to no point of focus-firing the supporting units, if their buffs lasted forever.




You voiced my objection perfectly.



I wouldn't mind +1 turn for effects, but not more than that. In addition, that would only apply to positive effects not negative ones.
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