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MicrobicWalnut

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Apr 11, 2020
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Can we please have daggers added to the game? There are currently hero weapons to suit every archetype we want to create. except for a "rogue" class. Currently the only melee weapon choices we have are 1H + shield or 2H, neither of which suit a rogue.

Daggers could:
- Use both hand slots
- Use repeating strikes
- Have lower base damage than 1H weapons
- Grant the "flanker" ability, increasing damage for flanking attacks
- Maybe have some armour penetration?

I tried to make a mod for this but it was too hard :(
 
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We actually need MOAR like very MUCH MOAR items overall in all primary slots, rework most weapons so they can be used with mounts, more armors with stat upgrades per tier, for example we have TWO warrior heads, but one is tier 1 dps and other tier3 tank, there is no dps armor and boots. We need to have options for PHYS DPS armors per tier, PHYS TANK armors per tier, MAG DPS and MAG DEF with every higher tier item having some unique ability corresponding to their role. We also need more hero mounts that actually do something and like in that other topic about lizards, we nned not only lizards but overall all sorts of animals as mounts either for heroes or for races (sorry but frogs on wolves are big NO for me). And for this we need rework of wonders too, their loot pools specifically, because im sick of plundering gold wonders and getting only gold and imperium, there should be at last one guaranteed item in loot based on tier of wonder/infestation/etc in addition to those pickone rewards. And get rid ofc of this idiotic trading in diplomacy menu, this should not be way of getting cool items especially if enemy simply generate them for free out of thin air without any effort.
 
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Well, technically speaking we do have daggers in the game, they're not a weapon class items though, but I agree that rogue archetype doesn't exist currently in AoW4. Maybe it's material for DLC.
 
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I'm not sure that anyone actually uses the rogue class on an open battlefield. You may want to try using something like a bow, a sword, or a mace as a primary weapon in a serious situation. Or a fireball. A dagger I am not so sure about, except as a backup.
 
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I'm not sure that anyone actually uses the rogue class on an open battlefield. You may want to try using something like a bow, a sword, or a mace as a primary weapon in a serious situation. Or a fireball. A dagger I am not so sure about, except as a backup.
If you can turn to smoke, teleport and do all these magical tricks someone would find a way, lol
 
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While that's true, you'd still be more effective using a sword (or mace, or axe, or...) in any circumstance where you could use a dagger to do those things.
I do agree that swords, axes, maces etc are all more effective than daggers in almost all real life situations. However in most games (fantasy in particular), daggers are the go-to weapon for the rogue class. There are usually some auxiliary benefits such as flanking (backstab) damage etc to make it a bit more balanced in a gaming sense. Carrying a 1H weapon with shield, or a 2H weapon doesn't really match the theme of a rogue.

The thing I like most about rogues isn't necessarily their raw power (I actually think they should lose 1v1 to a sword and shield). A well designed rogue class should be able to excel most when taking advantage of positioning and terrain
 
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There is no rogue class. If there was a rogue class, it wouldn't use a dagger as their main weapon the battlefield. Or at least you wouldn't, if you had any sense, since it ought to realistically include a malus for attempting to fight a likely armed and armored opponent with a dagger.
 
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The way I see it, is rework the daggers as bonus type.

Basically, instead of Assassin's/cryptblade, we can get these daggers:

1) Shadow assassin dagger. Single action. Teleports to the target and attacks with the dagger. Always counts as flanked. Cooldown 3 turns.

2) Defensive blade. Single action. Activates riposte stance for melee attacks. Deals 20 physical damage, 30% chance to stun the attacker. 4 turns Cooldown.

3) Cryptblade. 3 action points. Throw the dagger at the target in 3 hexes radius for 25 blight damage. If the target dies, it will be ressurect a decaying zombie. Cooldown 5 turns.

Cryptblade passive in shadow affinity trait instead of current effect, should give us any random dagger and make usage as a free action. For cryptblade it will restore 3 action points on kill instead.

Something like that.
 
Can we please have daggers added to the game? There are currently hero weapons to suit every archetype we want to create. except for a "rogue" class. Currently the only melee weapon choices we have are 1H + shield or 2H, neither of which suit a rogue.

Daggers could:
- Use both hand slots
- Use repeating strikes
- Have lower base damage than 1H weapons
- Grant the "flanker" ability, increasing damage for flanking attacks
- Maybe have some armour penetration?

I tried to make a mod for this but it was too hard :(
You can always start to mod and create the type of items you want.

Since the game lack a lot of content I actually suggest you do that.

Im currently trying to modify the signatures skills because they don´t make a lot of sense for me.
 
I'd just like to see dual wield as an option.

I'm a fan of the classic small weapon single sword early D&D rogue archetype and am typically bummed out to see it not be an option in a lot of modern settings, often being replaced by the dual wield rogue.

But dual wielding is kinda cool and it would be good to have that giant super growth Orcish warlord of mine run at foes brandishing an axe in each hand.
 
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More weapons for roguish archetypes are pretty much needed, as is "dual wielding" weapons of any kind.

I also agree with Lord Inioch, no item should "limit" mounts or they not. They could have some category of items become "less effective" when mounted if they're worried about balance (or having some items buffed when not mounted), but not being able to have a mount because of a certain weapon selection is a very odd proposition in a game so focused on "customization".
 
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More weapons for roguish archetypes are pretty much needed, as is "dual wielding" weapons of any kind.

I also agree with Lord Inioch, no item should "limit" mounts or they not. They could have some category of items become "less effective" when mounted if they're worried about balance (or having some items buffed when not mounted), but not being able to have a mount because of a certain weapon selection is a very odd proposition in a game so focused on "customization".
Maybe have the hero dismount during battle? That would a fun feature. Ride there, use your battle ax e to kill a bunch, then hop onto your whatever and leave.
 
Maybe have the hero dismount during battle? That would a fun feature. Ride there, use your battle ax e to kill a bunch, then hop onto your whatever and leave.

Doable, for sure. Would rather have "flex" items that give different stats when paired with a mount, BUT this one is not bad either! :)