I'd like to discuss the current balance of military units with armies that include sages.
From the battle reports I was able to observe, I have an uneasy feeling about the sages.
Basically, in big battles, every side fight normally, and because sages are put in the backline, they only intervene (= start attacking) near the end of the battle when every front-liner have died and they get in range.
However, their attack power is just way too excessive. With the attack multiplier that can get as high as 1.4 already for some players, the sages can basically Bomb your units with 200 damage per round (with unit weapon lv 3, which is a very cheap upgrade for the amount of damage it provides to the sage).
Not only that, but the damage will "carry over" to the next unit in case the first unit died. This makes any strategy against the sages ineffective. For example one strategy would be to send mass scouts so as to exhaust sages charges, but instead they will just die in bunch of 20.
The problem gets worse for coordinated attacks. Because if several armies attack the same place, eg. with 4 coordinated armies, each with 4 sages, the situation could become a hell, because 16 sages have a total firepower of 16*200 = 3 200 damage PER ROUND. Even if we take strong frontline units, like knights or medieval warriors, there's just too many of them who would die instantaneously (I let you do the math)
It is much easier to coordinate attack than defense, so clearly the sage becomes an overpowered attacking unit, while its primary purpose, I believe, was to be a defensive unit. I really regret picking chariots instead, as there is clearly a too big difference in power.
I have a suggestion to easily counter sages, mitigating their attack power while still preserving their defense usefulness.
Assassins
The sages need a counter unit. Those units could be "assassins". Assassins would be units that focus on dealing damage to those support units (sages, healers, heroes are the only targets). Some key features for those units
- Assassins have a special attack "assassinate"
- Assassinate has infinite range (or very long, much better than 10 range)
- Assassinate only has few charges per battle (2-3)
- Assassinate does moderate damage (so maybe an assassin could take a sage after 3 rounds)
- Assassinate is a special kind of attack which focuses on strategic units (we may think of adding a unit class "support unit" which would flag the units that can be targeted by assassinate).
(strategic targets would include sages, maybe healers, possibly heroes, and other special units like these guys) - Assassinate works at 10-20% efficiency when attacking a city (assassins are primarily made to defend against sages attacking)
- Assassins are not fighters however. They also have a classic attack, but are much less stronger than any other frontline unit. In 1v1 an assassin would lose to a legionnaire maybe ?
- Assassins can only be trained in small numbers, or training assassins would prevent training other units (=ie. training assassins should be a strategic choice).
- Not really sure about the resource cost, but even high resource cost would be justified, I don't really care as long as I have a way to fight those f*** sages
What do you think of this ?
This is merely a suggestion, but please, I believe the sages are just too OP in offensive battles. Even collec players who invest reasonable amounts in defense would have no way to resist a coordinated army including 16 sages. We can also maybe think of something using that currently unimplemented hero perk "assassin", where the hero itself would be an assassin.