Rush Nerf suggestion

I feel that the Rush ability is perhaps a bit OP. It's hard to justify taking another faction because of how good it is. Instead of providing double your moves I'd suggest this sensible nerf to it: give the unit one extra move instead of doubling the units moves.  So every few moves, based on the cooldown, Men could get to move an extra space.  That seems much more balanced.

 What do you think?

3,137 views 3 replies
Reply #1 Top

I don't think it is massively overpowered compared to other bloodlines, because it is as situational as them. If you have an army full of ranged units and mages, the rush ability loses its usefulness pretty quickly.

There are a lot of justifications not to take it if you want to try out a different playstyle.

Reply #2 Top


Rush can move your ranged units and mages away from enemy units and then allow you to fire off a round.  It gives you an addtional turn of free ranged sniping before the enemy can close in on you.   It's as useful to ranged as it is to anything.

Reply #3 Top

But it can be much more useful to have Tarth's double strike and additional attack and initiative for a ranged unit instead of the one time rush ability. Just as the Wraith bloodline can be much more useful for an Assassin build or the Ironeer bloodline can be much more useful for a Defender build, etc.

All I am saying is that the rush ability may be very nice and strong, but it is a situational power that will not always translate into the best option in a certain situation, you can perfectly build other tactics around the abilities of the other bloodlines.