I don't quite understand what direction the weapons are going.
In the previous game the weapons had more purpose and variety.....
For Example:
Each weapon had a 1 and 2 handed version, this allowed for a choice on unit design to go for raw power or to mix defense and power (aka having a shield).
Each weapon type had a specific damage type forcing people to build a variety of units and forcing players to adapt to the enemies being thrown at them.
Currently now that all the weapons are doing the same damage type, all that has really happened is now players only need to create one unit type at end game and you can annihilate ANYTHING you go up against. (don't believe it, try an army on horse back using Doom Mauls full chain or plate armor, Bloodthirsty and stack initiative trinkets... more then 95% of all units will one shot... In most cases I don't even need to use crushing blow)
Boss fights are no issue, my units usually survive the first round of boss attacks with little issue then kill the world boss in 2 to 4 shots......
With the exception of hammers, I find little need or use in other weapons.... I will admit axes are a little over powered with cleave, but you have to have the units lined up for that, so hammers tend to work best for me because they one shot everything (even early in the game).
I would suggest the following:
First I would say bring back damage types like "blunt", "piercing", and "cutting", it would probably be the best way to fix some of the over powered issues with the new weapon abilities.
Since that is not likely to happen then I suggest these as well:
- Scale weapon damage back OR increase armor values
- Add two handed weapons for each weapon class (swords, maces, axes, spears)
- Add one handed variants of each weapon class (swords, maces, axes, spears)
- Make the 2 handed version do 20 to 30% more damage. Since you can't put on a shield you sacrifice defense. Also make the 2 handed version heavier for obvious reasons.
- Nerf cleave to 2 units, not 3.
- Spears with impale are only occasionally useful, would suggest something like a ranged attack (like throwing a spear at the enemy), but only at short range.
- Dual axes seems silly, who in their right mind would carry two axes into a fight (unless they are insane... Vikings were often seen with a one handed axe and shield...)
- Ranged weapons need a serious Boost, especially the hero versions. Make them powerful against units that do not use shields and weak against units that do use shields (which will add to the need for one and two handed versions of all weapons)
- Add more variety of magic weapons (like fire, ice, lightning) especially the high end weapons.
At the rate things are going, unit design is almost becoming pointless and would need to be scrapped and replaced with standard unit designs.... whats the point in designing a unit if they offer very little difference between each design and do not greatly effect the outcome of a tactical battle.
I should have a need for axemen, swordsmen, spearmen and blunt weapons (with and without shields), I should need to change and adapt my unit designs to the opponent I am fighting, not one size fits all.
More weapons and armor variates, more trait options, various types of damage would make for more creativity, challenge and tactics.
Finally, make hero weapons and armor separate from unit weapons..... hero weapons should be unique and have higher stats and damage then the regular army weapons. Army units health defense and attack is modified by how big the squad size is.... each time a group gets bigger it adds serious killing power, heroes do not get this luxury, so the stats would need to made up via equipment and levels.
Why is there no ability to create hero weapons... like in Master of Magic.... they would have a huge cost, but you could tailor weapons to your heroes when you can't get a decent one to "randomly" drop.
I've probably missed something here, feel free to throw in your thoughts.