[balance] Yithril feel weak compared to other races

I'm starting this thread to get some ideas going for how to boost Yithril.

They don't seem to get a great deal of benefits in my opinion - the trait where they start with training is pretty minor and should be merged with the other trait in my opinion.

Their axes and juggernauts come way too late in my opinion and I think they should get additional benefits earlier in the tech tree to compensate.

so some suggestions include:

1) Juggernauts trait could provide an earlier monster in the tech tree on a similar level to an ogre.

2) An earlier axe in addition to the existing two, also how about magical variants as sometimes iron is not available

3) The ability to upgrade units with a perk/accessory that provides regeneration

 

What do the rest of you guys think? Does Yithril seem underpowered to you? If so, what changes would you like them to have?

 

 

2,750 views 5 replies
Reply #1 Top


+1 actually. Their drawback seems too hardcore. Of course race benefit (+1attack+15weight) - is very good, but it is race benefit. Juggernauts too. As faction they tottaly lacking.

Early teach feel weak. It is okay boost, but compared to others abilities - just mech. But reaaly weak one is axes. Thats because, in fact, this trait gives only 1 situational boost. 33% armore ignore in ONLY ONE weapon, which appears in mid-late game. Other axe is really bad, because it in fact is same as "masterwork chainmail" and "light plate mail" abilities - this axe dont give obvious benefit, because sword have counter-attack - sometimes it is more better than add damage. Maybe if this axe also had 33% or even 50% armor reduction, or had as original sword an counterattack - this will be better, but still crapy, because it is LATE GAME weapon. This trait will be still weak.

Obvious there MUST be some additional axes, or boost or early ones, or some magic ones, or better - both.

An more. Warriors caste is not too good either. It gives +1 level. While it seems nice, in fact it gives not too much bonuses. If i had decision this bonus or access to ranged weapons, my decision will be of course ranged weapons. Maybe it should give some DIRECT stats bonuses(becsue more level - less overall exp), or access to some unique equipment and traits(why not regenration?). Or maybe even all three, because it must worth an disability of ranged weapons.

Reply #2 Top

I was fighting yithril and having a very hard time. Those juggernauts are very powerful.

Reply #3 Top

Why not give them the ability to duel wield axes?

It would allow them to attack twice at every attack. The first attack uses their right hand ax and then they immediately attack again using their left hand ax. Since axes have the back swing ability it would be more difficult to evade their attacks. Give all their axes +3 attack as compared with other nations axes. This along with there +strength buff would make them truly fierce worriers.

To compensate for this powerful ability they can not build ranged units and they sacrifice the ability to wield shields.

The best way for other nations to counter these dangerous units is to kill them at range because if they come into melee range it's going to get really ugly really fast.

Reply #4 Top

@ j_wl_b

 

I love the double axes idea, that would be really cool and distinctive. I'm not sure they should lose shields tho (they've already lost ranged weapons) - instead I think they should get -10 to accuracy if using 2 axes - additionally I think they should get a +4 crit chance if using just one axe.

If they had those perks included plus the special axes, that would really help Yithril

Reply #5 Top

Quoting DGB246, reply 5
@ j_wl_b

 

I love the double axes idea, that would be really cool and distinctive. I'm not sure they should lose shields tho (they've already lost ranged weapons) - instead I think they should get -10 to accuracy if using 2 axes - additionally I think they should get a +4 crit chance if using just one axe.

If they had those perks included plus the special axes, that would really help Yithril
End of DGB246's quote

Your right that taking away the ability to wield shields is harsh especially when added to the penalty of having no ranged units. Your idea might be better.

My idea might make Yithril to powerful in mid to late game though. I can just see berserk Yithril Jug. armies slamming into other armies wielding a great axe in either hand slaughtering all that stand before them. Then again if other factions are given better faction abilities that make them just as scary in their own way...