Sadly this logic doesn't work in practice and I will explain why this is the case.I have investigated this a bit further.
It could have been symptom of another problem. Here's my alternative hypothesis.
Enchantment stacking should not cause mono stacking because many of the tomes that provide enchantment enhance more than one unit class.
In contrast, the tomes that only effect ranged units are:
- Cryomancy: Melee and Ranged
- Pryomancy: Melee and Ranged
- Roots: Melee and Ranged
- Enchanting: Melee, Ranged, Shield
- Mayhem: ranged and battle-mage
- Scrying: ranged and battle-mage
- Amplification: ranged and battle-mage
- Cycles: ranged and battle-mage
- Artificing: melee and battle-mage
- Evocation: melee and battle-mage
- Severing: melee and shield
If you stack enchantment for ranged unit, your melee or battle-mages will automatically get pretty powerful, with no additional effort.
- Wind
- Inquisition
- Crucibles
So why are Stormbringers are busted ? not because of enchantment stacking, but because of Stormbringers.
Stormbringers are skirmishers, meaning they receive nearly all melee and ranged enchantment,
they are also racial, means they receive transformation on top of it.
They are also T4 and do AOE damage, of course they'd be broken.
The fix is simple: Stormbringers should be mythical while ironclad should be ranged.
Preventing enchantment stacking would also incidentally make tech pointless after 10 tomes or so.
The overlapping enchantments between damage classes (so not Shield or Support) are minimal.
Scrying and Mayhem are both garbage enchantments, the only good one here being Cycles.
There was an attempt at Melee/Ranged and Melee/Battle Mage but it falls flat halfway through imo.
The game incentivizes you to bring only Ranged/Skirmisher or Battle Mage or Shock, never a combination.
Furthermore, Ranged units transition into Skirmisher with EXTREME ease. It's a super smooth path.
You need to understand Ranged units actually have (as the name implies) RANGE. They can have up to 7 range.
If we're talking Zephyr Archers, these insanely broken units can actually have 10 range on Zephyr Shot.
Skirmishers have the same thing, they move 5 hexes inherently and have up to 5 range on their secondary.
For the icing on the cake, Battle Mage units only get base attack enchantments, which is why they scale horribly.
As you can see by your own list, Ranged units (also Skirmisher secondary attacks) get 13 enchantments. You forgot Zeal and Revelry.
This is why the archer units are so powerful and why Skirmishers who get non-repeating bonus deal insanely high damage too.
By comparison Battle Mage units also get 13 enchantments but have the worst defensive stats AND have 4 base attack range.
What do you think that 6 range 22 damage Exposing Light is going to achieve vs a 10 range 49 damage Zephyr Shot?
Or let's even take the Inquisitor, he deals upwards of 50 damage, always hits, from 10-11 hexes and can stun 2 targets.
Melee units are dead before they even get close. And if by some miracle they gap close, there's a frontline to deal with first.
The point is that enchantment stacking is bad for the game on all classes, it's just that 2 of them currently abuse it the most.
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