DsRaider DsRaider

[.983] The Five Worst Faction Traits

[.983] The Five Worst Faction Traits

Since my last post a lot of underpowered traits have been balanced out but there are still a few that need some love. In particular the research traits are very very weak and pointless to get. So much so in fact that I feel like redesigning several base factions because they waste a point on them.

Adepts: Unlocks Shard Harvesting tech, + 40 mana.

It's sad that the +40 mana off the start is the better part of this trait. In no way is starting with the tech that allows you to upgrade shards any good at all. They are simply expensive and pointless. Rarely do I bother to build shrines that early in the game let alone upgrade them. If for some reason I want upgraded shrines I could just wait the 6 turns to research this tech. Since Enchanters does so much you could move some of it's effects like the spell tomes or scyring pool to this. Of course then Roseln would get that as well but still. If you don't want to do that then you could have this increase mana or something. 

Civics: Unlocks Civics tech.

All the tech traits need boosting. Civics could make buildings build faster or decrease the cost of rushing. We have a trait that increases improvement build times, this could be the opposite.

Warriorcaste: Units +1 level.

Not bad but really how does this compare to any other trait like Heroic or Enchanters? You could combine it together with Warriors and still come out weaker then a lot of other traits. You could have this decrease the cost of Troops to build or upkeep.

Warriors:

Unlocks Training tech. It's name is too similar to Warrior Caste. The ability to rush spearmen and barracks is sometimes useful however it still only useful for the first like 20 turns. Like all the other research techs it needs a good secondary ability.

Flesh Bound Tome: Unlocks sacrifice spells, Candlecloak and Scarstones.

The sacrifice spells are bleh but Scarstones and Cadlecloak are good. Doesn't really compare to Death Magic at all though.

22,407 views 33 replies
Reply #26 Top

Quoting Lord, reply 21
The henchmen only require the blood, no tech.  Same with golems, slaves, and Juggs.  
End of Lord's quote

As u sure golem is blood only? I needed to thave the hammers talent as well as ironeer races to build golems. Even tho it said I could make golems the tech didnt have golems on it.

Spiders also need you to be evil, to get the hoarder tech, which is not mentioned in the description.

Reply #27 Top

Quoting ben_sphynx, reply 26
Wraiths (I think) get a trait that lets one gain 3 mana when the unit kills something. This is awesome (far more so than the gaining of 3 hp)
End of ben_sphynx's quote

No, you're thinking of an ability of the staff with which Oracle Ceresa starts.

Reply #28 Top

Quoting Tuidjy, reply 27
No, you're thinking of an ability of the staff with which Oracle Ceresa starts.
End of Tuidjy's quote

Actually this exists. It's a trait they can get in troop design. It's just not listed anywhere so you don't know about it.

Reply #29 Top

Quoting DsRaider, reply 28

Quoting Tuidjy, reply 27No, you're thinking of an ability of the staff with which Oracle Ceresa starts.

Actually this exists. It's a trait they can get in troop design. It's just not listed anywhere so you don't know about it.
End of DsRaider's quote

Yes, its an extra specific trait that the Wraith race can use when designing troops.  

Reply #30 Top

Quoting Lord, reply 30

Quoting DsRaider, reply 28
Quoting Tuidjy, reply 27No, you're thinking of an ability of the staff with which Oracle Ceresa starts.

Actually this exists. It's a trait they can get in troop design. It's just not listed anywhere so you don't know about it.

Yes, its an extra specific trait that the Wraith race can use when designing troops.  
End of Lord's quote

Wow, one lives and learns.  I have not bothered designing a wraith troop in a while, I guess.

But seriously, shouldn't traits that are race specific be listed somewhere? There's a place in the Heirmathingy for an exhaustive description of blood attributes, I am sure.

Reply #31 Top

They also apparently get the Zealot trait that grants +3 initiative -1 hp per level. That's pretty questionable now since it would give a wraith unit 6 hp and make it gain nothing from leveling. 

Reply #32 Top

Quoting leroy105, reply 26

Quoting Lord Xia, reply 21The henchmen only require the blood, no tech.  Same with golems, slaves, and Juggs.  


As u sure golem is blood only? I needed to thave the hammers talent as well as ironeer races to build golems. Even tho it said I could make golems the tech didnt have golems on it.

Spiders also need you to be evil, to get the hoarder tech, which is not mentioned in the description.
End of leroy105's quote

 

I just beat the game with an Empire faction of Ironeers that had "Lucky" and "Wanderer", and I was able to build Golems. Nothing tells you that you can build them, but once you research blacksmithing, it becomes an option in troop design.  

 

I didn't know that about the spiders though.

Reply #33 Top

I wonder if the spider's is intentional? Binding already gets a large nerf for kingdoms because they get nothing for life shards.