[0.99] Traits: Lithe vs Balance

Lithe: +10 Dodge, -5 Weight Capacity, 6 Labor Cost.

Balance: +5 Dodge, -1 Hit Point, 6 Labor Cost.

Imho Lithe is always better than Balance. Lithe is too strong for 6 Labor Cost.

3,279 views 9 replies
Reply #1 Top

No, I think they are fine as they are. I actually have my hat off to whoever rebalanced dodging recently. Now it works just right.

The 5 weight penalty is incredibly more significant that the health penalty, when it comes to upgrading the unit.  The weights of leather/chain is set exactly so that non-Trog units barely squeeze in with right traits.

The 5 weight penalty puts upgrading in question for infantry dodgers, AS IT SHOULD.

The 1 hit point penalty is meaningless... In my last playthrough, every single elusive unit was level 9 by the end, and I had multiple level 3 towns boosting hit points anyway. 

I find these two traits well balanced.

Reply #2 Top

Early game is more important than mid-late game, because if you suck in early game you suck the whole game. In early game -1 Hit Point = -12% Hit Point. -5 Weight = -17% Weight. 5 additional dodge is more valuable than this slight difference. Also Hit Points is universal parameter, Weight is specific. For example, you don't need weight capacity for unarmored units.

Reply #3 Top

Quoting Tuidjy, reply 1
No, I think they are fine as they are. I actually have my hat off to whoever rebalanced dodging recently. Now it works just right.

The 5 weight penalty is incredibly more significant that the health penalty, when it comes to upgrading the unit.  The weights of leather/chain is set exactly so that non-Trog units barely squeeze in with right traits.

The 5 weight penalty puts upgrading in question for infantry dodgers, AS IT SHOULD.

The 1 hit point penalty is meaningless... In my last playthrough, every single elusive unit was level 9 by the end, and I had multiple level 3 towns boosting hit points anyway. 

I find these two traits well balanced.
End of Tuidjy's quote

 

Agree completely.  Understand, 1 hp isn't 1hp per level.  

Reply #4 Top

Quoting harmonius_, reply 2
Early game is more important than mid-late game, because if you suck in early game you suck the whole game. In early game -1 Hit Point = -12% Hit Point. -5 Weight = -17% Weight. 5 additional dodge is more valuable than this slight difference. Also Hit Points is universal parameter, Weight is specific. For example, you don't need weight capacity for unarmored units.
End of harmonius_'s quote

Harmonius, we clearly play in a very different way. My units do not spend 'the early game' at level one.  As a matter of fact, when I train an unit, I already have in mind where it's going to get its first few levels from.  But even at level one, I would not expose it to a situation where whose 3 hps will mean the difference between life and death.  I play without restoring, and as a consequence, I seldom have close fights, except when I am attacked.

The 3/4 hps difference is something I don't ever think about. The 5 weight difference is something over which I agonized for 15 minutes in my next to last playthrought.  Not whether I should take it, but which armor pieces I should make upgradable, in preparation for my Ducal Guard getting chain mail at some far point in the future.  And it was all for naught, because the upgrade mechanism is borked.

You cannot balance the game just for yourself. For example, by your reasoning, taking acrobat (+1 dodge per level) for a trained unit is sheer idiocy.  Well, I take it very often.  The balance, as it is right now, takes both early and late game into account. Speaking for myself, I usually stack all three dodging traits, or none.  They work together nicely. One is most valuable at the start, one is average, and one shines late game.

By the way, you rely on raw numbers a bit too much.  Raw numbers can influence only superficial people, and for most for those, raw emotions work much better.

Reply #5 Top

Anyway 6 Labor cost for 10 Dodge is too small. For example, Ironskin +3 Defence costs 14 Labor. Dodge traits have surprisingly low costs.

Reply #6 Top

Quoting harmonius_, reply 6
Anyway 6 Labor cost for 10 Dodge is too small. For example, Ironskin +3 Defence costs 14 Labor. Dodge traits have surprisingly low costs.
End of harmonius_'s quote

Please don't encourage the Devs to add labor costs to trained units.  Instead, ask them to reduce the labor cost on Ironskin.

Reply #7 Top

Quoting Trojasmic, reply 7

Quoting harmonius_, reply 6Anyway 6 Labor cost for 10 Dodge is too small. For example, Ironskin +3 Defence costs 14 Labor. Dodge traits have surprisingly low costs.

Please don't encourage the Devs to add labor costs to trained units.  Instead, ask them to reduce the labor cost on Ironskin.
End of Trojasmic's quote

Yes, exactly.  

Reply #8 Top

Yes. Defence traits and armor have too large labor costs.

Reply #9 Top

Moreover Dodge is more universal than Defence. Dodge protects from elemental attacks. Defence doesn't.