TDM
-Two handed weapons are extremely good and usable in mass due to larger numbers playing at once and their cheaper availability. This leads to empire and Menavlion doing extremely well quite often. Crush through EXTREMELY annoying to deal with due to 1v2s and 1v3s happening all the time. You are not consistently around your teammates due to having no control over where you spawn and where they spawn and therefore you will be fighting multiple people on your own all the time. The coming weapon speed changes will help hopefully.
-The relative chaos due to random spawns and larger maps leads to individual cav players doing abnormally well. Players on TDM have been complaining about cavalry since 2011 Warband Alpha so no surprise there.
- Archers neither underpowered or overpowered due to a large amount of targets to shoot at but also no consistency in places to set up. Even if you think you are safe someone can just spawn behind you and one hit you with a bonk stick
Skirmish
- 6v6 means Twohanders have a much harder time staying alive for any meaningful time. When someone on the enemy team is identified as a squishy class, he is focused down before he can do any damage. The best option for the Twohanders is to stay out of sight lines as much as possible and essentially bait his team. The shield really helps but this is still an underused class just due to its nature and the nature of skirmish. Not necessarily anything wrong with that since it’s getting plenty of play in other modes. Crush through still annoying to deal with she random queuing as opposed to clan matches.
-Individual cav players can still be very hard carries, but the focus on flags and smaller maps mean that infantry can be much better at area denial. Cav form the bulk of pubstomping but abundant counterplay is now available in higher level matches. Bumping could be tweaked but it’s still to early in the patches life to definitively say how.
-Archery borderline overpowered due to the ability to shoot around shields with extreme ease. Most of the hardest carries in NABB were archers and I do not expect that to change. As I’ve said before, the solution is to distribute larger shields with more consistent hitboxes rather than make Archery more unfun or RNG based to play.
Captain
-Mass Two Handers the meta due to their higher numbers just bodyblocking cav charges and archers AI being broken. Even before 1.5 archers and skirmishers did not do enough to kill Twohanders from ranged and the blob became meta to my understanding.
- Cavalry pretty weak due to the blob just stopping and eating horses for lunch. Only good against spread out teams or teams who are unaware of the meta.
-Archers currently broken due to the new firing parameters. Not a balance issue but just a simple bug to be fixed.
Battania
-The strongest skirmish faction with the highest win rates in both BEAST and NABB. Amazing archers and the most flexible inf, along with cost effective light cav lead to a faction with a high skill ceiling and manageable downsides.
-The weakest captain faction due to flexibility in inf and comparatively good archers not being valued as much in this mode. More a problem with the meta being so Twohander oriented than anything wrong the Battania itself as far as I can understand. If heavy and medium infantry became more viable in Captain this would surely change. It certainly seems like the number of troops per party for Two Handers may be higher than it should be. The blob meta is unfun to watch and uninteresting to play in.
In conclusion, just split the hecking balances. When players from different gamemodes are requesting completely different changes, fixing one game mode will just break the other.
-Two handed weapons are extremely good and usable in mass due to larger numbers playing at once and their cheaper availability. This leads to empire and Menavlion doing extremely well quite often. Crush through EXTREMELY annoying to deal with due to 1v2s and 1v3s happening all the time. You are not consistently around your teammates due to having no control over where you spawn and where they spawn and therefore you will be fighting multiple people on your own all the time. The coming weapon speed changes will help hopefully.
-The relative chaos due to random spawns and larger maps leads to individual cav players doing abnormally well. Players on TDM have been complaining about cavalry since 2011 Warband Alpha so no surprise there.
- Archers neither underpowered or overpowered due to a large amount of targets to shoot at but also no consistency in places to set up. Even if you think you are safe someone can just spawn behind you and one hit you with a bonk stick
Skirmish
- 6v6 means Twohanders have a much harder time staying alive for any meaningful time. When someone on the enemy team is identified as a squishy class, he is focused down before he can do any damage. The best option for the Twohanders is to stay out of sight lines as much as possible and essentially bait his team. The shield really helps but this is still an underused class just due to its nature and the nature of skirmish. Not necessarily anything wrong with that since it’s getting plenty of play in other modes. Crush through still annoying to deal with she random queuing as opposed to clan matches.
-Individual cav players can still be very hard carries, but the focus on flags and smaller maps mean that infantry can be much better at area denial. Cav form the bulk of pubstomping but abundant counterplay is now available in higher level matches. Bumping could be tweaked but it’s still to early in the patches life to definitively say how.
-Archery borderline overpowered due to the ability to shoot around shields with extreme ease. Most of the hardest carries in NABB were archers and I do not expect that to change. As I’ve said before, the solution is to distribute larger shields with more consistent hitboxes rather than make Archery more unfun or RNG based to play.
Captain
-Mass Two Handers the meta due to their higher numbers just bodyblocking cav charges and archers AI being broken. Even before 1.5 archers and skirmishers did not do enough to kill Twohanders from ranged and the blob became meta to my understanding.
- Cavalry pretty weak due to the blob just stopping and eating horses for lunch. Only good against spread out teams or teams who are unaware of the meta.
-Archers currently broken due to the new firing parameters. Not a balance issue but just a simple bug to be fixed.
Battania
-The strongest skirmish faction with the highest win rates in both BEAST and NABB. Amazing archers and the most flexible inf, along with cost effective light cav lead to a faction with a high skill ceiling and manageable downsides.
-The weakest captain faction due to flexibility in inf and comparatively good archers not being valued as much in this mode. More a problem with the meta being so Twohander oriented than anything wrong the Battania itself as far as I can understand. If heavy and medium infantry became more viable in Captain this would surely change. It certainly seems like the number of troops per party for Two Handers may be higher than it should be. The blob meta is unfun to watch and uninteresting to play in.
In conclusion, just split the hecking balances. When players from different gamemodes are requesting completely different changes, fixing one game mode will just break the other.