Amrunril
Emperor
- Joined
- Feb 7, 2015
- Messages
- 1,236
Over the course of various previews, we’ve now seen a number of promotion options and two complete trees (visible on Well of Souls. I’m surprised not to have seen much discussion of them, as their design seems to have clear strengths but also a number of significant shortcomings, so I thought I’d start a thread with some of my thoughts.
The first thing that occurs to me when I look at the promotions is that individually, I like all of them. There isn’t a bland promotion in the tree. And I think that’s a problem. Having options to specialize units is important, but if every promoted unit is a specialist, specialization ceases to be, well, special. This would be one thing if there were a large variety of different specializations, making each individual one rare, but that doesn’t seem to be the case. Each unit ultimately has access to seven options, but the links between the promotions are significantly limiting and sometimes make little sense. There’s no reason that urban warfare should be more closely linked to crossing rivers than to scaling cliffs, for instance, nor for having forest/jungle scouts being inherently less suited to guerilla warfare than hill scouts. Finally, each tree has only a single capstone, which seems to me to further limit options and promote homogenized specialization.
This isn’t to say that the promotion system is all bad. As I mentioned before, I think that all of the individual promotions are flavorful and have the potential to create interesting gameplay. However, the push towards forced specialization, combined with an unnecessarily limited number of actual options seems likely to keep them from working to their full potential, and I hope that this will be addressed, if not at release, in future patches and expansions.
The first thing that occurs to me when I look at the promotions is that individually, I like all of them. There isn’t a bland promotion in the tree. And I think that’s a problem. Having options to specialize units is important, but if every promoted unit is a specialist, specialization ceases to be, well, special. This would be one thing if there were a large variety of different specializations, making each individual one rare, but that doesn’t seem to be the case. Each unit ultimately has access to seven options, but the links between the promotions are significantly limiting and sometimes make little sense. There’s no reason that urban warfare should be more closely linked to crossing rivers than to scaling cliffs, for instance, nor for having forest/jungle scouts being inherently less suited to guerilla warfare than hill scouts. Finally, each tree has only a single capstone, which seems to me to further limit options and promote homogenized specialization.
This isn’t to say that the promotion system is all bad. As I mentioned before, I think that all of the individual promotions are flavorful and have the potential to create interesting gameplay. However, the push towards forced specialization, combined with an unnecessarily limited number of actual options seems likely to keep them from working to their full potential, and I hope that this will be addressed, if not at release, in future patches and expansions.