So, after observing a training match yesterday (or rather, the debut of GGs), I've come to understand something that should have been apparent to me after the last BEAST final. The most unbalanced aspect between factions right now is, without a shred of a doubt, the shock infantry. And by that, I don't mean the strength of a specific class so much as its relative strength to its equivalent of another faction.
First of all, before I go into more details, I want to hear nothing about TW's internal skirmish statsheets and whatever implications they may or may not carry. They have absolutely no business in this discussion. My views are based on the objective strategical difference that should become immediately apparent when two teams of equal level face each other, assuming they command roughly the same amount of versatile skillsets.
Secondly, I am well aware that factions are designed to be performing more well in certain areas than in others. However nice the idea may sound on paper, TaleWorlds has at no point executed this properly. Since the start of the Beta, the reality of this design philosophy was a categoricial divison of
One such "option" (or lack thereof) is the shock infantry. Looking through each faction, I simply do not understand the thought process that went into designing some of them. The difference in strength is absolutely unexplainable to me no matter how I look at it, faction balance or faction design wise.
To make this clear to everyone, I shall now list the shock infantry classes. For this tier-list I will assume divison A level of competitive skirmish and divide them into three categories: God-tier, Viable-tier, and Garbage(NOT viable)-tier
God-Tier:
Empire Menavlion Infantry (Armor Perk + Pilum):
Vlandia Voulgier (Armor perk + Awl Pike OR throwing weapons):
Viable-Tier:
Aserai Guard (Bardiche + Pike OR throwing weapons):
Sturgia Warrior (Armor + Two Handed Axe)
Garbage-Tier:
Sturgia Berserker
Battania Savage
So that leads me to my conclusion. Do you notice how the best shock infantry classes are part of the factions that already have literally everything else? Do you notice that Khuzait doesn't have one at all aside from the Khan's Guard (160 Gold) glaive, forcing it to answer with archer spam? This balancing makes no sense to me and it should really be looked at.
First of all, before I go into more details, I want to hear nothing about TW's internal skirmish statsheets and whatever implications they may or may not carry. They have absolutely no business in this discussion. My views are based on the objective strategical difference that should become immediately apparent when two teams of equal level face each other, assuming they command roughly the same amount of versatile skillsets.
Secondly, I am well aware that factions are designed to be performing more well in certain areas than in others. However nice the idea may sound on paper, TaleWorlds has at no point executed this properly. Since the start of the Beta, the reality of this design philosophy was a categoricial divison of
- gimmicky faction (Khuzait),
- gimmicky faction with more options (Aserai),
- Mary Sue - does-it-all faction (Vlandia, Empire)
One such "option" (or lack thereof) is the shock infantry. Looking through each faction, I simply do not understand the thought process that went into designing some of them. The difference in strength is absolutely unexplainable to me no matter how I look at it, faction balance or faction design wise.
To make this clear to everyone, I shall now list the shock infantry classes. For this tier-list I will assume divison A level of competitive skirmish and divide them into three categories: God-tier, Viable-tier, and Garbage(NOT viable)-tier
God-Tier:
Empire Menavlion Infantry (Armor Perk + Pilum):
This unit is utterly baffling to me. It is so absurd, its strength actually seems like an oversight. 120 Gold. You get one of the last few hard-hitting and viable throwing weapons, a pila. You get the longest of all shock infantry weapons with comparable speed to the Voulge, the menavlion. You get a shield. You get more armor than you would on a Savage with the armor perk (which gets you a garbage weapon in return). Just, what the ****?
From strategical viewpoint, a team that can field a few confident shock infantry players can absolutely sweep their opponent with this class. From round 2 onwards they will be able to spawn three times, and these guys can easily take out a heavy infantry on their own in a 1 vs. 1. Do I need to say more? For the sake of keeping my sanity, I will stop here.
Vlandia Voulgier (Armor perk + Awl Pike OR throwing weapons):
This bad boy is 2nd to the Menavlion Infantry only due to the fact that he doesn't come with a shield. Again, 120 Gold. You get the voulge, a fantastic weapon for both crowd control and 1 vs. 1's, albeit being shorter than the menavlion. Hits hard with decent speed. You get even more armor than the Menavlion does. On top of that, you can also get an awl pike which actually has seen some competitive play recently due to its insane damage potential.
Needless to say, this class has the same sweep potential as the Menavlion for obvious reasons. (For reference, watch the final map of the BEAST#3 finale)
Viable-Tier:
Aserai Guard (Bardiche + Pike OR throwing weapons):
Here we have the first major step down from our Mary Sue faction counterparts. Again, 120 Gold. You do get a shield, unlike the Voulgier, but if you want to have the weapon with reach and damage output, you cannot choose the armor, making you squishier than the other two. Furthermore, the Bardiche being an axe makes it inferior to the other weapons with its mediocre animations that simply don't give the same amount of spam pressure as a Voulge or Menavlion does.
This unit is still a good choice due to its triple spawn capability. Some of the less armored infantries can easily be one-shot by the Bardiche.
Sturgia Warrior (Armor + Two Handed Axe)
This class is a strange exception, since it is technically not a shock infantry class, but a peasant infantry that can choose perks to achieve the same effect. It costs 100 Gold, so unlike all the other ones, this one you can triple spawn in round 1 and with any eco. You get a whopping 24 Armor, making it pretty tanky by comparison. You get a two handed axe, which is, needless to say, the weakest two hander so far. However, it still comes with decent range and respectable damage.
The one major drawback of this unit is the lack of a shield. Going for it on first spawn may prove fatal in certain situations, as projectiles will make short work of you before you even get to join the fight.
Garbage-Tier:
Sturgia Berserker
A beautiful example for a straight design ****-up. You may be wondering: Just why exactly is the dedicated shock infantry of Sturgia worse than its stand-in peasant brother? First up, 120 Gold like the other shock infantry classes. No triple spawning on first round. Next, picking a weapon for its first perk leaves you with 6 armor, which means you are, for all intends and purposess, naked. (Remember, the warrior comes with 24!). Picking the armor gives you, well, a Warrior with less armor. But hey, at least you get a paper shield!
The weapon choices are interesting. TaleWorlds gave him a maul, a weapon that had major potential in group fights with many heavy infantries present with its crushthrough affinity. Then they nerfed not only crushthrough but also reduced its speed to the point that it looks like you are swinging in slow-motion. It is no longer viable. The Long Axe seems like the obvious choice, but it's just not worth it. It gives you reach, but its a much, MUCH worse weapon than a voulge or a menavlion in every other aspect.
This class is a waste of 120 Gold.
Battania Savage
Once an interesting class due its hilariously high movement speed in the beta, it is no longer relevant outside of TDM. For this special snowflake, you pay 110 Gold. With a dedicated weapon, you are even more naked than the Berserker. Three arrows from the crappiest bows in the lowest damaging areas will kill you. Any axe-shaped weapon will one-shot you. The speed and cutting power of the Rhomphaia is just nothing special against armored units. You will have to hit them 3 times or so while you are one-shot Johnny.
Like the Berserker, it has (or should I say, "had") a maul that could deal a lot of damage with crushthrough and group fight confusion, but now its so laughably slow that a complete beginner will kill you if you mistime your swing against a fast weapon. This guy isn't worth bothering with and doesn't see play in Div A as far as I could see.
So that leads me to my conclusion. Do you notice how the best shock infantry classes are part of the factions that already have literally everything else? Do you notice that Khuzait doesn't have one at all aside from the Khan's Guard (160 Gold) glaive, forcing it to answer with archer spam? This balancing makes no sense to me and it should really be looked at.