A few subtle, but serious differences in this version of the game. Also, we aren't sure if they are still balancing...
a) Fire/Poison/Cold ticks can crit. Yes. Fire ticks can crit which is a HUGE advantage to dragons. However, as a Viking/Warrior, who cares? I use Gudrida's rage in round 2 very easily... so I don't need a paltry 50% chance to burn or 80% chance to burn in a small area.
b) Viking/Warrior has skills that RAISE critical hit damage. Yes, RAISE critical hit damage BEYOND 150% + max (bless) which is the old norm. AND I have a chance to inflict double damage. This means my "measily" Paladin stack was able to crit+berserker for 11K damage and I only had 40 of them. 40 of them! I didn't even have Pygmy/Defenselessness/Plague at all yet.
Viking/Warrior tends to be able to hit the 'breakpoint' more easily since they can have higher leadership and with the new buffs they gave him, he can do some serious serious damage.
Mages can't really do this (at least in Crossworlds). Max leadership too low, needs to blow both spells early on just to get the de-buffs needed to get close to warrior damage, etc.
There is a reason why a dragon army could never do 14-30K dmg per hit per unit like a 100% Crit All-Ranged or Fairy army can.
The Shrek army did about 12K+ per hit somewhat consistenly, but given that Rune Mages let me do a deadly swarm attack, I am better off with better damage to leadership ratio especially as the game goes on.
And because Rune Mages cannot resurrect level 5s (in Crossworlds they could also resurrect Black Dragons), it makes running a Level 5 army potentially annoying for No-Loss later on.
We will see though, because Crossworlds had a somewhat fixed path and limited battles in a closed system.
If this game is much easier, it might be possible to do well with a relatively low number of Level 5 units given all the new Viking damage buffs.
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