Classes

Users who are viewing this thread

Piconi

Fashionista
Community Manager

Please leave all feedback relating to multiplayer classes in this thread.​


Aserai​

tribalwarrior.png
skirmisher.png
guard.png
mamluke.png
beduin.png
archer.png
veteran.png


Battania​

clanwarrior.png
wildling.png
ranger.png
savage.png
oathsworn.png
fiann.png
mountedwarrior.png


Empire​

recruit.png
menavlioninfantry.png
legionary.png
archermilitia.png
palatineguard.png
courser.png
cataphract.png


Khuzait​

rabble.png
spearinfantry.png
steppebow.png
khansguard.png
nomad.png
lancer.png
mountedarcher.png


Sturgia​

warrior.png
brigand.png
berserker.png
varyag.png
hunter.png
raider.png
druzhinnik.png


Vlandia​

peasantlevy.png
voulgier.png
sergeant.png
arbelist.png
sharpshooter.png
vanguard.png
knight.png
 
Hoooooboy. I got quite a lot to say and while I don't expect people to agree on this, I can only hope that TaleWorlds will at least try and push the game's balancing in the right direction, cuz the medieval PVP slasher has hit an evolutionary dead end right now.

Empire
Recruit

Everyone seems to hate the idea of the Empire having a worthwhile light infantry and while I do hope that the javelin buffs bring him to a level that makes him at least playable, I feel like the only perk configurations worth using are Spatha/Specialist or Spatha/Pila, though Pila feels like you're counting on an unreliable source of one-hit-kills rather than a legitimate anti-cavalry weapon.

I think the Pila has its place in Captain mode but in other modes, it really isn't worth losing your javelin quiver. At 157 reach, you're not gonna be stabbing any horses with that thing, and the inability to recover throwing spears means that you're as good as dead when the pila hits something, so you better hope that you get your one-hit-kill. Wonder if it'd be more reasonable to instead ask for a 180 reach one-handed pitchfork that's weaker than other spears, but you at least get to keep a quiver of three javelins.

Shield Wall is another perk where I question its usefulness since realistically, a Recruit isn't gonna live long enough to see his shield take more than 80 damage, which makes me wonder if a second alternate weapon would make more sense. I think an axe perk would fit right in and since we are talking about a naked conscript, I could see it being named "Lumberjack", which could give both the Woodsplitter axe used by the Sturgian Brigand, along with a bonus damage to shields for both melee and ranged attacks, which could prove beneficial in some 2v1 situations where the Recruit is being assisted by an archer but the archer can't get around his target's shield.

And lastly, I think footwork as a perk just makes the 130 HP shield seem useful in comparison. Okay, you can move slightly faster but you're still a naked conscript armed with the second worst weapon in the game. I wonder if it'd be possible to buff it to also give +5 armor, with the extra armor being handwaved as an increased will to live rather than it actually being extra armor. Being able to eat a few more hits should at least make the Rapid Throws perk more useful.

Battania
Clan Warrior

This unit lacks a base shield and the Targe is honestly the worst shield in the game. Rather than give a better shield, I wonder if it'd be worth it to capitalize on the real-life offensive capabilities of the targe. Perhaps these buffs would be welcome

Die Hard replaced with Targe Training
-Still grants a targe and minute damage reduction
-Shoves deal an additional 1-3 damage when equipping a shield (new minimum damage of 3, new maximum of 6)
Savage

While in a satisfactory position in terms of game balance, I often can't see any reason you'd pick the Rhomphalia perk since the Falx just seems like a better weapon overall while also giving you additional armor, while the 2h hammer can crush through blocks. I wonder if the Rhomphalia and Falx should switch places in terms of being the perk vs base weapon. For the Rhomphalia being a base weapon, I could see it eat a minor damage nerf, while the Falx as a perk weapon can be buffed back to its Early Access days as a bastard weapon.

Mounted Warrior

Being the only cavalry unit for Battania, it seems kind of unfair that he costs slightly more than other light cavalry units while also not having access to a lance. I think that's really the only buff that this unit needs: the Cavalry Spear being replaced with a light lance that's stronger than the light cavalry spears of other factions, but weaker than the lances than the heavy cavalry of other factions

Vlandia
Peasant Levy

While in a better position than the recruit, he's not without perks that are pretty useless. I wonder if it'd be worth it to change up a couple things:

Pickaxe: It seems like the worst perk to pick between Improved Armor (self-explanatory) and Hammer (fastest mace in the game, to the point where I always steal it as other units incl. the Voulgier or Sergeant). I think the best way to go about this perk would be to replace it entirely with the Scythe from the Farmer perk (i'll get to it later), while also increasing its speed and decreasing its damage. It technically wouldn't be an anti-shield weapon, but the fact that it's a two-hander along with my prior suggestion of making it faster should allow it to outswing some of the slower one-handed weapons in the game.

Farmer: This perk really only exists "4 t3h m33mz l0l diz g@3m iz t3h r0xx0rz!", granting you a random two-handed weapon that will always be an absolute dumpster fire to use. I think the best way to fix this is to bring back the Early Access pitchfork and maybe give it a reach of 187 to compete with the one-handed spears used by cavalry

Voulgier

Since my suggestion for the Peasant Levy involves giving him an actual anti-cavalry weapon, the Western Spear currently attached to the Sword and Shield perk will likely be redundant, so no spear for the Voulgier i guess.

Sharpshooter

Considering the amount of ranged damage he deals, it seems a bit unfair for him to be as good in melee as he currently is. Wonder if replacing the Longsword with the Cavalry Sword would be a welcome nerf, since that'd require you to master the kick-slash in order to adequately defend yourself in melee. Alternatively, you could forego the ranged damage of the perk crossbows and have a faster one-handed weapon to go with your Improved Armor.

Long Sword replaced with Vlandian Cavalry Sword

Imrpoved Armor
replaced with Prepared
- Still grants +9 armor
- Upgrades Cavalry Sword to Dueling Sword, an upgraded version of the Vlandian Short Sword. Damage would be somewhere between the Vlandian Short Sword and the Voulgier/Sergeant's Longsword

Knight

While I've heard multiple complaints about the Knight being so tanky that he'll rarely ever die, my suggestion is more in regards to how not fun he is to play as. With the Vlandian Cavalry Sword being as bad as it is, the Shield perk is kinda useless when you have a melee weapon so bad that even a Recruit can kill you if you've been dismounted. Wonder if it'd be worth it to add a "Mounted Infantry" perk where you you sacrifice your horseback killing power for an increased ability to defend yourself on foot.

Guardian replaced with Mounted Infantry
- Wide Heater Shield replaced with Kite Shield (Voulgier)
- Your Cavalry Sword is upgraded to the Vlandian Axe (Sergeant)
- Your lance is downgraded to a Long Spear
- Lose 3 Horse Armor (stackable with Flanker's -5)

Aserai
It's apparent to me that in matches against Vlandia or Battania, Aserai and Sturgia struggle to fight against heavily armored units. While the Tribal Warrior is a pretty strong unit for a Light Infantry, overrelying on them starts to become a glaring weakness when players know to have a mix of heavy infantry and shock troops to counter them. Giving them heavy infantry of their own would water down class identity, though I think this can be compensated by adding an additional source of blunt damage for the faction

Guard

There's no reason to use the Improved Armor perk at all when Sturdy does the same thing, which makes me wonder if the perk setup should be tweaked a bit

Improved Armor replaced with Quarterstaff
- A fast-swinging two-handed blunt weapon that deals less damage than the Voulge and 2h hammers, but can be used in a one-handed thrusting weapon upon acquiring a shield

Sturdy replaced with Improved Armor
- Increased visibility on what players are actually giving themselves more armor

Sturgia
Similarly to Aserai, Sturgia sucks against fighting armored enemies and is arguably even worse due to the only blunt damage source is the Berserker with the 2h hammer, otherwise known as arrow and javelin magnets. Considering the design direction of the Varyag, we can probably rule out the possibility of giving him a light mace, which will likely mean that other units will need to be given blunt weapons

Hunter
Sword and Shield perk replaced with Mace and Shield
The Sturgian Sword feels like a downgrade to the Raider Axe, and you already have to give up using a longbow in order to use a shield as the Hunter. I think having a mace perk would make sense since you'd likely want a higher armor rating as well as a tall shield to pursue undefended archers. Giving the Hunter a mace should allow him to better defend himself against pursuing heavies.

I feel like other units could use a mace, but I wouldn't know how they'd be implemented on Sturgia.
 
Last edited:
Hoooooboy. I got quite a lot to say and while I don't expect people to agree on this, I can only hope that TaleWorlds will at least try and push the game's balancing in the right direction, cuz the medieval PVP slasher has hit an evolutionary dead end right now.

Empire
Recruit

Everyone seems to hate the idea of the Empire having a worthwhile light infantry and while I do hope that the javelin buffs bring him to a level that makes him at least playable, I feel like the only perk configurations worth using are Spatha/Specialist or Spatha/Pila, though Pila feels like you're counting on an unreliable source of one-hit-kills rather than a legitimate anti-cavalry weapon.

I think the Pila has its place in Captain mode but in other modes, it really isn't worth losing your javelin quiver. At 157 reach, you're not gonna be stabbing any horses with that thing, and the inability to recover throwing spears means that you're as good as dead when the pila hits something, so you better hope that you get your one-hit-kill. Wonder if it'd be more reasonable to instead ask for a 180 reach one-handed pitchfork that's weaker than other spears, but you at least get to keep a quiver of three javelins.

Shield Wall is another perk where I question its usefulness since realistically, a Recruit isn't gonna live long enough to see his shield take more than 80 damage, which makes me wonder if a second alternate weapon would make more sense. I think an axe perk would fit right in and since we are talking about a naked conscript, I could see it being named "Lumberjack", which could give both the Woodsplitter axe used by the Sturgian Brigand, along with a bonus damage to shields for both melee and ranged attacks, which could prove beneficial in some 2v1 situations where the Recruit is being assisted by an archer but the archer can't get around his target's shield.

And lastly, I think footwork as a perk just makes the 130 HP shield seem useful in comparison. Okay, you can move slightly faster but you're still a naked conscript armed with the second worst weapon in the game. I wonder if it'd be possible to buff it to also give +5 armor, with the extra armor being handwaved as an increased will to live rather than it actually being extra armor. Being able to eat a few more hits should at least make the Rapid Throws perk more useful.

Battania
Clan Warrior

This unit lacks a base shield and the Targe is honestly the worst shield in the game. Rather than give a better shield, I wonder if it'd be worth it to capitalize on the real-life offensive capabilities of the targe. Perhaps these buffs would be welcome

Die Hard replaced with Targe Training
-Still grants a targe and minute damage reduction
-Shoves deal an additional 1-3 damage when equipping a shield (new minimum damage of 3, new maximum of 6)
Savage

While in a satisfactory position in terms of game balance, I often can't see any reason you'd pick the Rhomphalia perk since the Falx just seems like a better weapon overall while also giving you additional armor, while the 2h hammer can crush through blocks. I wonder if the Rhomphalia and Falx should switch places in terms of being the perk vs base weapon. For the Rhomphalia being a base weapon, I could see it eat a minor damage nerf, while the Falx as a perk weapon can be buffed back to its Early Access days as a bastard weapon.

Mounted Warrior

Being the only cavalry unit for Battania, it seems kind of unfair that he costs slightly more than other light cavalry units while also not having access to a lance. I think that's really the only buff that this unit needs: the Cavalry Spear being replaced with a light lance that's stronger than the light cavalry spears of other factions, but weaker than the lances than the heavy cavalry of other factions

Vlandia
Peasant Levy

While in a better position than the recruit, he's not without perks that are pretty useless. I wonder if it'd be worth it to change up a couple things:

Pickaxe: It seems like the worst perk to pick between Improved Armor (self-explanatory) and Hammer (fastest mace in the game, to the point where I always steal it as other units incl. the Voulgier or Sergeant). I think the best way to go about this perk would be to replace it entirely with the Scythe from the Farmer perk (i'll get to it later), while also increasing its speed and decreasing its damage. It technically wouldn't be an anti-shield weapon, but the fact that it's a two-hander along with my prior suggestion of making it faster should allow it to outswing some of the slower one-handed weapons in the game.

Farmer: This perk really only exists "4 t3h m33mz l0l diz g@3m iz t3h r0xx0rz!", granting you a random two-handed weapon that will always be an absolute dumpster fire to use. I think the best way to fix this is to bring back the Early Access pitchfork and maybe give it a reach of 187 to compete with the one-handed spears used by cavalry

Voulgier

Since my suggestion for the Peasant Levy involves giving him an actual anti-cavalry weapon, the Western Spear currently attached to the Sword and Shield perk will likely be redundant, so no spear for the Voulgier i guess.

Sharpshooter

Considering the amount of ranged damage he deals, it seems a bit unfair for him to be as good in melee as he currently is. Wonder if replacing the Longsword with the Cavalry Sword would be a welcome nerf, since that'd require you to master the kick-slash in order to adequately defend yourself in melee. Alternatively, you could forego the ranged damage of the perk crossbows and have a faster one-handed weapon to go with your Improved Armor.

Long Sword replaced with Vlandian Cavalry Sword

Imrpoved Armor
replaced with Prepared
- Still grants +9 armor
- Upgrades Cavalry Sword to Dueling Sword, an upgraded version of the Vlandian Short Sword. Damage would be somewhere between the Vlandian Short Sword and the Voulgier/Sergeant's Longsword

Knight

While I've heard multiple complaints about the Knight being so tanky that he'll rarely ever die, my suggestion is more in regards to how not fun he is to play as. With the Vlandian Cavalry Sword being as bad as it is, the Shield perk is kinda useless when you have a melee weapon so bad that even a Recruit can kill you if you've been dismounted. Wonder if it'd be worth it to add a "Mounted Infantry" perk where you you sacrifice your horseback killing power for an increased ability to defend yourself on foot.

Guardian replaced with Mounted Infantry
- Wide Heater Shield replaced with Kite Shield (Voulgier)
- Your Cavalry Sword is upgraded to the Vlandian Axe (Sergeant)
- Your lance is downgraded to a Long Spear
- Lose 3 Horse Armor (stackable with Flanker's -5)

Aserai
It's apparent to me that in matches against Vlandia or Battania, Aserai and Sturgia struggle to fight against heavily armored units. While the Tribal Warrior is a pretty strong unit for a Light Infantry, overrelying on them starts to become a glaring weakness when players know to have a mix of heavy infantry and shock troops to counter them. Giving them heavy infantry of their own would water down class identity, though I think this can be compensated by adding an additional source of blunt damage for the faction

Guard

There's no reason to use the Improved Armor perk at all when Sturdy does the same thing, which makes me wonder if the perk setup should be tweaked a bit

Improved Armor replaced with Quarterstaff
- A fast-swinging two-handed blunt weapon that deals less damage than the Voulge and 2h hammers, but can be used in a one-handed thrusting weapon upon acquiring a shield

Sturdy replaced with Improved Armor
- Increased visibility on what players are actually giving themselves more armor

Sturgia
Similarly to Aserai, Sturgia sucks against fighting armored enemies and is arguably even worse due to the only blunt damage source is the Berserker with the 2h hammer, otherwise known as arrow and javelin magnets. Considering the design direction of the Varyag, we can probably rule out the possibility of giving him a light mace, which will likely mean that other units will need to be given blunt weapons

Hunter
Sword and Shield perk replaced with Mace and Shield
The Sturgian Sword feels like a downgrade to the Raider Axe, and you already have to give up using a longbow in order to use a shield as the Hunter. I think having a mace perk would make sense since you'd likely want a higher armor rating as well as a tall shield to pursue undefended archers. Giving the Hunter a mace should allow him to better defend himself against pursuing heavies.

I feel like other units could use a mace, but I wouldn't know how they'd be implemented on Sturgia.
Just in case tw accidentally reads this and listens to you. NO
 
Just in case tw accidentally reads this and listens to you. NO
So "Be Vlandia when fighting Aserai and Sturgia" and "Play against Empire" are supposed to be valid substitutes to individual player skill?

What exactly do you guys want with Empire? Cuz their average performing units have one fatal flaw in the form of having to spawn as the worst light infantry in the game if you die without getting a kill. Despite this, you all say no to Recruit buffs, along with buffs to other units to make up for the downside of "ragequit if you die as this unit"

Vlandia is the best at everything, and you guys don't want to have it any other way.

Sturgia and Aserai are terrible at fighting armored units and i've pointed out how they're overreliant on their only sources of blunt damage, and how said overreliance can be exploited by Vlandia and Battania. And yet you guys don't want those factions to be better at fighting against armor.

I've said this multiple times now, but the impression I get with the Taleworlds community is that they want an unbalanced game where their wins can be guaranteed by picking the factions that have an unfair advantage over the other. Might as well give Vlandia AK-47s at this point if easy winnings is what you want.
 
Last edited:
Khuzaits and Aserais are awful at Siege, no doubt.
Why is that - because they lack main chokepoint class most needed for this type of games - Heavy infantry
My suggestion
is to bump those factions Only for siege gamemode.

Khuzaits - Spear Infantry - cost reduced to 120 gold
Khan's Guard - cost reduced to 150 gold
Nomad - cost reduced to 160 gold
Mounted Archer - cost reduced to 190 gold
Lancer - cost reduced to 270 gold

How it will help? Well, a horse-archer-cavalry spam faction without heavy infantry at least would be capable of insta-spamming horses and heavy archers in early game and in retreating situations, which will help to deal with infantry in open spaces. More Spear infantry will at least add some shieldwall of low-skilled players.

Aserai - Beduin - cost reduced to 160 gold
Mameluke - cost reduced to 270 gold

Why? Aserai gimmick is also based on cavalry spam, and beduins are completely useless on Siege mod due no armor and manevour capabilites - so making them and Mamelukes cheap would help at least on initial parts of Siege and some open plains as strike force

All factions - All cavalry classes - cost reduced about at least by 10 gold

Why? Cavalry is way too expensive (specially for defenders due them not having free point-cap gold) and kinda not usefull in chokepoints obviously (again - only Siege)

All factions - Two-handers classes - cost reduced by 10 gold, damage to shields is increased by 25-50%

Why? Two handers are useless in Siege due having no armor and shield - thus being free food for camper archers/xbowmen. Their cost should be decreased to Skirmish - Captain mode tier

Why bonus shield damage? Heavy infantry is way too powerfull in Siege, and it needs antithesis - a light armored, shieldless and not usefull in close spaces two-handers can finally have some reason to exist there - to break shields in 1-2-3-4 strikes, and making Heavy infantry more easy to be hit by ranged units and others (Only Siege of course)
 
Last edited:
Also some notes about Sturgia and Battania:

Sturgia
Berserker - class should cost same as Battanian Savage (110-120g), its no practically better than Savage in any field (Armor, damage, speed, same perks), also some Berserkerish customisations like Wolfheads🐺 and Bearheads🐻 would be nice

Druzhinnik - class has visualy same armor as Varyag but has about 30(!) armor (Why), a default wooden shield looks too cheap, like made by peasants for peasants 🤪, and replace not fitting at all fur pauldrons for better lammelar and chain ones -
https://forums.taleworlds.com/index.php?threads/lamellar-pauldrons-for-varyag.460792/

Varyag - a choice between Better shield and Better armor looks not practical (both are defensive options), a removal one of those perks to right side sounds wise choise. (maybe add kind of Blood rage perk for more berserkerish northern vibe instead of Better armor, and replace Feller with Better armor). Also - fur pauldrons - replace with lammelar and chain ones

Brigand - a choice between Better armor and Better shield again is kinda pointless, one of them perks should move right side.

Battania
Fiann - feels like most waste of gold in game right now.
He is not universally bad but too hard to use effectively, lacks almost everything (armor, speed, atack speed, shield, damage), jack of all trades master of none.
He needs a buff at least in one directory, i would prefer increasing of atack damage of his longbows to catch up with xbowmen, maybe in trade - some decreasing of rate of fire. A raise of armor also sounds wise, at least aganist piercing damage.
This class is supposed to be an trademark of Battania, and best archer in game, while in reality its one of worst :xf-tongue:
 
Last edited:
Either it's too early to tell if the javelin buffs helped the Recruit or not, but he definitely isn't nearly as insufferable as I remember. With that said, I do feel like the game has improved quite a bit since I last played though it seems that Vlandia is still the best at everything. Namely...

Light infantry has the best one-handed blunt weapon in the game (as in, I would steal a hammer from a dead Peasant Levy even if I were playing as a Sergeant)
Voulge may as well be a blunt weapon given the amount of damage it deals against armored enemies
Crossbowmen are the best light and heavy archers in the game
Sergeant is the best heavy infantry in the game
Do people still complain about Knight's tankiness? I'm content with where the Vanguard is, but haven't been following the Knight's balance.

Not too sure what could be changed about the Peasant Levy, Voulgier, Arbelist, and Vanguard, though I do think that nerfs could be done against the Sergeant and Sharpshooter.

Sergeant nerfs could probably just be some simple number changes for the most part, though I also think that his shield could do with some nerfing. Maybe this would be some good changes?

Tall Heater Shield replaced with Pavise Shield (Significant shield health reduction, minor coverage reduction)
Improved Armor replaced with Juggernaut
Still grants +13 armor​
Upgrades Pavise Shield to Tall Heater Shield​
Unsure if other shields exist that would be in the high 100s range, but a 245 HP shield as a base item seems kind of excessive given the armor rating of the Sergeant and the available weapons to him. Ideally, i think a 190 HP shield would be more reasonable, but the much more important detail would be to make the current shield tied to a perk rather than part of the base kit.

Sharpshooter, i still think it's kind of unfair to fight against given that he has the highest ranged damage output in the game while also being decently competent in melee. I feel like either the ranged damage output should be reduced (Longbow as a base item, Hickory Crossbow/faster bow as perks?), or make him worse at melee like how i previously suggested.

I still think the best way to make Vlandia seem less threatening would be to also give more blunt weapons to Aserai and Sturgia.
 
Last edited:
So "Be Vlandia when fighting Aserai and Sturgia" and "Play against Empire" are supposed to be valid substitutes to individual player skill?

What exactly do you guys want with Empire? Cuz their average performing units have one fatal flaw in the form of having to spawn as the worst light infantry in the game if you die without getting a kill. Despite this, you all say no to Recruit buffs, along with buffs to other units to make up for the downside of "ragequit if you die as this unit"

Vlandia is the best at everything, and you guys don't want to have it any other way.

Sturgia and Aserai are terrible at fighting armored units and i've pointed out how they're overreliant on their only sources of blunt damage, and how said overreliance can be exploited by Vlandia and Battania. And yet you guys don't want those factions to be better at fighting against armor.

I've said this multiple times now, but the impression I get with the Taleworlds community is that they want an unbalanced game where their wins can be guaranteed by picking the factions that have an unfair advantage over the other. Might as well give Vlandia AK-47s at this point if easy winnings is what you want.
Well I guess for you the result would be the same wouldn’t matter if vlandian had ak’s or not you would be in class selection screen about the same amount of time
 
Well I guess for you the result would be the same wouldn’t matter if vlandian had ak’s or not you would be in class selection screen about the same amount of time
I mean, I could just as easily play Vlandia at every given opportunity and not worry about my opponent being a better player when I can pick units that invalidate their skill. That how I'm supposed to play the game?
 
I was never fond of the class system, but if you devs insist to keep it, could you please give us more freedom in choosing our outfits, like wearing no helmet. Also please fix the existing buyable stuff, it already happend several times that a new hat/helmet is not working properly, erasing hair and/or deforming head. Same problem with gloves, they are glitched in the sleeve.
 
I mean, I could just as easily play Vlandia at every given opportunity and not worry about my opponent being a better player when I can pick units that invalidate their skill. That how I'm supposed to play the game?
Sure go ahead alltho I’m quite positive that playing vlandia won’t change much for you
 
Khuzaits and Aserais are awful at Siege, no doubt.
Why is that - because they lack main chokepoint class most needed for this type of games - Heavy infantry
My suggestion
is to bump those factions Only for siege gamemode.

Khuzaits - Spear Infantry - cost reduced to 120 gold
Khan's Guard - cost reduced to 150 gold
Nomad - cost reduced to 160 gold
Mounted Archer - cost reduced to 190 gold
Lancer - cost reduced to 270 gold

How it will help? Well, a horse-archer-cavalry spam faction without heavy infantry at least would be capable of insta-spamming horses and heavy archers in early game and in retreating situations, which will help to deal with infantry in open spaces. More Spear infantry will at least add some shieldwall of low-skilled players.

Aserai - Beduin - cost reduced to 160 gold
Mameluke - cost reduced to 270 gold

Why? Aserai gimmick is also based on cavalry spam, and beduins are completely useless on Siege mod due no armor and manevour capabilites - so making them and Mamelukes cheap would help at least on initial parts of Siege and some open plains as strike force

All factions - All cavalry classes - cost reduced about at least by 10 gold

Why? Cavalry is way too expensive (specially for defenders due them not having free point-cap gold) and kinda not usefull in chokepoints obviously (again - only Siege)

All factions - Two-handers classes - cost reduced by 10 gold, damage to shields is increased by 25-50%

Why? Two handers are useless in Siege due having no armor and shield - thus being free food for camper archers/xbowmen. Their cost should be decreased to Skirmish - Captain mode tier

Why bonus shield damage? Heavy infantry is way too powerfull in Siege, and it needs antithesis - a light armored, shieldless and not usefull in close spaces two-handers can finally have some reason to exist there - to break shields in 1-2-3-4 strikes, and making Heavy infantry more easy to be hit by ranged units and others (Only Siege of course)
Hard disagree.

Also, you are missing that better shield is the only way to get Sword+Shield combo on Varyag. What he doesn't need is Feller and the movement damage buff - they are doing the same job.
 
Hard disagree.

Also, you are missing that better shield is the only way to get Sword+Shield combo on Varyag. What he doesn't need is Feller and the movement damage buff - they are doing the same job.
Agreed on Brawny/Melee expert/Feller perks for heavy inf, same thing in short

What about is your disagree tho? about Khuzaits and Aserais not being bad at siege?
 
Agreed on Brawny/Melee expert/Feller perks for heavy inf, same thing in short

What about is your disagree tho? about Khuzaits and Aserais not being bad at siege?
About desire to buff cavalry, and reducing cost of archers. Archers are the best class in sieges, not heavy infantry.

Only thing i agree with is a buff to khazuit spear infantry.
 
About desire to buff cavalry, and reducing cost of archers. Archers are the best class in sieges, not heavy infantry.

Only thing i agree with is a buff to khazuit spear infantry.
Wonder if the Khuzait Sickle from older versions should replace the Heavy Ild, personally. To me, the Ild and Heavy Ild's differences don't really seem significant enough to warrant not being able to eat a few extra hits, whereas the Khuzait Sickle has some pretty good cut damage, has good reach for a one-handed weapon, and also deals bonus damage to shields.
 
Wonder if the Khuzait Sickle from older versions should replace the Heavy Ild, personally. To me, the Ild and Heavy Ild's differences don't really seem significant enough to warrant not being able to eat a few extra hits, whereas the Khuzait Sickle has some pretty good cut damage, has good reach for a one-handed weapon, and also deals bonus damage to shields.
Don't really know, wasn't able to play for a few versions.
 
one thing I find very strange is that lore-wise khuzaits are the horse faction and battania are supposed to be forest based and have weaker cav. Yet in skirmish battania cav is broken with both speed dmg and long spear, combo that no other faction has, on top of that they have a choice of picking throwing. Then there is khuzait cav with neither cause shield is a perk on its own and their horse is paper and spear dmg low. So khuzaits have weaker inf, weaker light cav, archer is also weaker cause heavy archer doesn't have the hunter perk, the only thing they have going for them is the triple spawn round 2 if you played eco round 1 and their heavy cav with long lance.

Cmon either khuzaits are trash at inf or at cav don't make them trash at both
 
one thing I find very strange is that lore-wise khuzaits are the horse faction and battania are supposed to be forest based and have weaker cav. Yet in skirmish battania cav is broken with both speed dmg and long spear, combo that no other faction has, on top of that they have a choice of picking throwing. Then there is khuzait cav with neither cause shield is a perk on its own and their horse is paper and spear dmg low. So khuzaits have weaker inf, weaker light cav, archer is also weaker cause heavy archer doesn't have the hunter perk, the only thing they have going for them is the triple spawn round 2 if you played eco round 1 and their heavy cav with long lance.

Cmon either khuzaits are trash at inf or at cav don't make them trash at both
Battania lack heavy cav, so their low tier cav is better.
 
Back
Top Bottom