![]() ![]() ![]() A skill tree would mean planning an optimal build for each unit type and then remembering it each time a unit levelled-up, which would be tedious micromanagement. Originally posted by father nurgle:I'm generally not a fan of randomness, but I don't mind the simple level-up choices. Why do you even play this kind of games if your attitude to your soldiers' builds is basically "whatever rng throws at me, I don't care, brain hurts to think"? Imagine not being able to handle risk-reward scenarios and using your brain to optimally play with suboptimal units instead of just meta-maxing the game away.īecause if the game won't just give you bigger numbers, why use brain to make bad units great with strategy? There's a reason why strategy games with preset customization devolve into hyper specialists.Ģ) Imagine calling planning your builds "tedious micromanagement". ![]() They'll be more efficient than your "I can handle undead and angels at 50% efficiency equally!" squad. If you're fighting undead, use your anti-undead squad. You'd have squads specialized in one damage/offensive type and just swap squads around as needed. Because it's literally impossible to not have one or two builds that are just objectively, numerically, or meta-wise superior.Īlso no one would actually pick a jack-of-all-trades unit, especially in a strategy game like this. 1) When the devs actually care to balance the skill tree, the same unit can be built in many different ways: more offensive vs more defensive, with higher raw stats or with lower raw stats but special utilitarian abilities, a specialist in 1 kind of damage or a jack of all trades who can deal multiple kinds of damage but in lower numbers etc.Īnd every time devs try to do that, there's one or two meta builds that dominate anyway. ![]()
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