Commander bonuses overpowered?

Thinking the init bonuses scale up too quickly, maybe get rid of commander IV, and switch Tactician I and Commander III.

+50 accuracy is a game-breaker now with the lower initial accuracy of troops- it's really nasty with missile troops.

 

Command is nasty with missile troops early on, command+Tarth might be worse (effective triple strike for one unit)

 

9,278 views 8 replies
Reply #1 Top

Yep, i think the path of the commander is overpowered and boring, because as soon as a commander is in an army the unit stats are unbalanced and the commander is not even using an active ability.

The commander bonuses should be active abilities with a duration of 1 turn and a cooldown of 3 turns. During one turn the commander could increase the accuracy of the army by 25 and during another turn he could increase the spell resistance of the army by 25, ...

Reply #2 Top

Quoting Wizard1200, reply 1

Yep, i think the path of the commander is overpowered and boring, because as soon as a commander is in an army the unit stats are unbalanced and the commander is not even using an active ability.

The commander bonuses should be active abilities with a duration of 1 turn and a cooldown of 3 turns. During one turn the commander could increase the accuracy of the army by 25 and during another turn he could increase the spell resistance of the army by 25, ...

That would make him a bard, not a commander.  At any rate, I certainly would agree that the commander path is pretty boring, though I rarely use it because of that fact.

Reply #3 Top

i disagree with the "overpowered" part. the bonus accuracy is great for early game troops, since they likely won't have all the accuracy boosts from fortress training buildings, but mid/late game troops start at rather high accuracy anyway when built in fortresses, so most of the commander bonus is wasted at that point, unless you fight stuff that has a high amount of dodge. command is a great ability, but on the other hand, if that commander were a warrior, assassin or evoker mage he would kill a few enemy units himself instead of using his minions. don't think that's overpowered - that's the commander's way of participating in the fight.

but i agree that the tree could be a bit shorter. 4 traits in a row that all do the same thing seems too much. removing one of the accuracy traits might do the trick here. maybe also add one more active ability branching off somewhere in the tree to give him something to do while command is on cooldown. 

Reply #4 Top

Accuracy converts to more hits -> more HP damage.

 

My Mancer run had the General (who I made a Commander) at some silly high Accuracy level (well above 100) for most of the game.  My units easily ripped apart everyone.

Reply #5 Top

Mages and Commanders are both viable and strong hero types.

I think the others ones are a tiny bit weak right now.

Instead of taking commander to get a big boost to accuracy you can make a custom race and choose lucky. It is +25% accuracy and +25% dodge for you and all your troops. A crazy powerful ability.

 

Reply #6 Top

I'd say there's too much initiative and accuracy bonuses and if you do get +3 initiative for an entire army that is OP, especially considering how dominating late game troops are. Warrior/Defender heroes become somewhat useless while the commander keeps getting better. Even just two initiative traits would be good I think but three is too powerful. Why not remove Tactics III and add Maintenance: +attack, Formations: +dodge vs range, Drilling: +critical chance. And for a end game ability; Logistics: +1 strategic move.

Accuracy could be nerfed as +5/10/15 for +30 is way excessive and useless late game because of fortress upgrades and non scaling dodge, even just +5/5/10 would be good (Don't need more), especially if the third one was an offshoot trait instead of on the main path.

Reply #7 Top

Quoting mdonais, reply 5
Instead of taking commander to get a big boost to accuracy you can make a custom race and choose lucky. It is +25% accuracy and +25% dodge for you and all your troops. A crazy powerful ability.

Yeah, lucky should cost 2 points or should be changed to give the attacker a second attack roll like backswing.

Reply #8 Top

lucky is good, but not that good. 25% of baseline 60 accuracy is +15, and 25% of baseline 0 dodge is still 0. it's a nice perk when you want to play with a dodge based army (wraith blood is an obvious choice - 20 base dodge + another 20 from traits, which yields 10 free dodge from lucky). and of course, the accuracy bonus gives low your troops a little damage boost (about one extra hit every other attack).

it's not such a huge deal, though. it's certainly one of the better 1 point perks, but not good enough to warrant 2 points.