How so? When a unit has 7 enchantments it feels absolutely horrible to bring any other unit to combat.I don't agree with that. I've not even seen a good argument as to why your solution would solve the issue.
The difference in their power is so gigantic that even 2 unenchanted units will just be worse to bring.
But when limited to, for example, 3 the amount of power they gain over an unenchanted unit is lower.
In other words bringing that unenchanted unit for its abilities might actually be worth it now.
If not, it is easy to give said unit 1 enchantment and close that gap a little bit to make them worthwhile.
You do not have to change every enchantment. Tiers exist for a reason, they scale upwards and fall off.I also don't think it's as easy as you think, because it requires a significant change to how the game works and requires having a look at all enchantments to see if they're all properly balanced to be used as one of three (or whatever the limit is). Currently they're balanced by their cost (probably not effective) and you don't have to think too much about whether or not you should take them when they are available. The cost is usually insignificant compared to the benefit.
If you limit the number of enchantments either you end up researching three of them and sticking with it or you probably end up rushing towards the higher tier ones and skipping the lower tiers if possible.
I already explained why this won't work well and won't end up restricting units for good players.I think exponentially increasing the enchantment upkeep cost per unit type is an easier solution with a similar butt less restricting outcome. Though I still think the main problem here is unit balance itself and lack of counters rather than the enchantments.
You'll still stack enchantments and you'll still stack one unit. You'll just focus more on Mana.
Runesmiths combined with a Wizard King and Artifact Hoarders or Primal Crow for example.
Heck, Runesmiths alone will be enough to offset whatever scaling you introduce anyway.
Did you not see my example screenshot where I had 600 mana income after enchant stacking?
How is it balanced if 1-2 combinations can stack enchantments but nobody else can?
Because that will be the result of such a change in the current state of the game.
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