Faction by Faction Analysis: The Good, the Bad, and the Run-on Posting
Disclaimer
This thread is based on older versions of the game! There have been several major balance patches since I wrote these things so please understand this is mostly concerned with legacy content and a lot of my points no longer apply!
End disclaimer
This post has been building for a while now. I wanted to separate my thoughts on factions from outside noise, so I'm going to try to organize it all here under a few clear headers. I feel like most of the factions/units have crystallized enough for us to have a good idea of how units can/should be used, at least in the current game mode and metagame.
Red
I like Red. Red is at once both simple and versatile. It's easy to explain to new players. It's easy to pick up and play. Eris and Vex feel like very different heroes despite both being range-y damage dealers. I like that a lot.
I think Red is a fairly complete faction. It has few weaknesses (outside of one big one) and many clear strengths. There are only a few units that feel like they aren't yet pulling their weight, and no units that feel outright over-powered in the current meta.
The biggest concern for Red is how much better they get when the map objectives encourage skirmishes rather that huge entrenched 3v3 battles. Red felt like the best faction back when that was the norm, and if the game goes back to that style of play they may again feel somewhat too good.
What Works for Red
- Red is a balanced faction that can both solo and support well
- Is good in 1v1s but also can DPS behind teammates well
- Does not feel like it hard-counters other builds any more - more fun to play against
- Has powerful Tier 3 Casters that can answer some common problems
- Apocs are one of the few things that can fight White's tier 3 (under the right circumstances)
- Has powerful and interesting Tier 2 between Lancers and Dervishes
- Caveat: Siege feels very poor in the current meta
- Caveat: Lancers felt possibly overtuned before Conduits pushed siege to the sidelines
- Can hit-and-run effectively, controlling large portions of the map
- Caveat: Not very useful in the current meta where roaming the map is rare
- Units feel flavorful and work well together - good synergy and feel good to micro
- Sandstingers vs. Spitfires represents an interesting choice in playstyle
- Simple and clear gameplan
- Feels good early, middle, and late game: Lots going on at all Tiers and stages of the game
- Interesting choices in the midgame: Do I spend money on Red's strong Tier 2, or cut corners for their great casters at Tier 3?
- Many of Red's interesting choices are made within a game itself rather than at deck creation
- I'd love to see more of this from each faction
- Blue has this a bit as well
- Red feels, for the most part, like a fairly balanced and interesting faction to play as and against at all skill levels
What doesn't feel like it's working for Red
- Red has no clear way to kill Big Tanks - especially Bramblethorns
- Entire army cannot typically kill a Bramblethorn solo
- Even 2 Red armies focusing fire often can't kill microed Bramblethorns, especially if Grath is present
- There seems to be no unit in Red's deck that helps address this
- As a "DPS faction", this feels like a major liability to have no option for
- PROPOSED SOLUTION: What if Red had a way to apply stacking "weakened armour" debuff or the like with some unit?
- Vex's ult still feels overtuned
- Can kill armies in 1 shot
- Can't be dodged from up close - Vex can always just suicide trade. Not fun to play against
- Startup is fine if you're not adjacent to Vex but there are many occasions where you can't realistically do anything to avoid being pressed up close
- Would feel less problematic if armies weren't mostly Tier 1: If more T1.5 or T2 troops that didn't get 1-shotted, might be less unpleasant in current form
- PROPOSED SOLUTION: Have ult deal (at most) 70% of a unit's max HP or something similar
- Eris basic's cooldown reduction effect doesn't feel like it adds much except complexity
- Missing a shot is annoying but happens rarely
- Mostly just disrupts rhythm
- Frustrating without inviting much counterplay
- PROPOSED SOLUTION: Remove on-miss penalty. This may cause unintended problems with spamming, but seems worth testing
- Casters all feel lumped at Tier 3, with a lot of overlap between abilities
- Red had lots of ways to control space and clear out T1 chaff
- Igniters the closest thing to support casters
- Otherwise lots of AOE damage. Choices at T3 thus feel somewhat restrictive - trying to pick the best of similar options
- PROPOSED SOLUTION: Pyrosaurs may be more interesting with a different set of abilities rather than fairly redundant waveclear. What if they helped with Red's problem killing Big Tanks?
- Beetles and Scarabs both feel fairly useless
- Most Tier 1.5 feels very weak at the moment. Beetles are pretty par for the course
- DPS melee like Scarabs feels very weak in Atlas because Upgraded Marines (which Atlas is full of) typically chew through medium-HP melee units with little effort
- PROPOSED SOLUTION: Tier 1.5 feels like it needs a rework - in general these units feel like wastes of Shards. Scarabs on the other hand I'm unsure how to improve - is there a place for medium-HP melee DPS?
- Red's power level seems rooted in map objectives
- Not necessarily a downside, just something to keep in mind
- The wider the range of points of conflict, the stronger red feels
Comments
Green
Green is in a weird place, with a handful of good units but much less synergy or variety than other decks. Green feels strong but same-y, and units typically don't feel like they "go together"; you're just using 1-2 "good" units and often ignoring the rest of your deck. Many of Green's units do the same thing as other Green units, just better or worse.
Green feels like it's got a bit of an identity crisis as a result. This identity issue is magnified further by the lack of any spellcasters in the Green Faction. It feels very strange that the color of Strength, Resilience, and Nature has no offensive or defensive buffs. The most obvious parallel would probably be to Magic: The Gathering, where Green is traditionally THE color of combat buffs.
I wouldn't expect Green to have any nukes. But no "spells" at all just makes them feel kind of incomplete and thematically sparse.
Green's heroes are distinct and interesting (though Grath has some potentially problematic interactions with Big Tanks) and provide unique play experiences. Their basic units are strong, but don't feel like they synergize much with their advanced units.
What Works for Green
What doesn't feel like it is working for Green
Blue
Blue is my favorite faction. It is a highly synergistic faction with lots of tough choices to make in deck and army composition. It is encouraged to build a "complete" army and has interesting support options along with neat tools for ambushing and disabling the enemy.
The biggest problem I have with Blue, however, is that the individual components feel quite weak at the moment. Almost every core Blue unit has eaten a significant nerf, and while a fully-reinforced Blue ball can still do some work they have trouble contributing much until they get there - and even then, it feels less powerful than other balls due to very low damage potential and reliance on Tier 3.
Blue was, for a time, the only faction that could really base its army on large amounts of Tier 1.5. It had an interesting and established midgame as a result and while Plated Warriors have since been nerfed, I would love to see other factions' Tier 1.5 buffed to bring them more in line with this midgame potential that Blue once had.
I don't have the data available that precipitated the nerf to Plated Warriors, but I would personally argue that bringing other T1.5 options in line with the power of Plated Warriors would introduce more interesting gameplay choices than the current solution because Blue had one of the most exciting and dynamic midgames in Atlas.
What Works for Blue
What doesn't feel like it is working for Blue
Reserved: White
Blue finished: possible placeholder for wrap-up
What if, there is a upgrade in game where you bring a new unit into your pull?! XD
The irony about your comments re: Precogs is that when Precog's Blinding Smoke ability was on a mercenary (BlinderMan!), I would regularly get that when playing Blue. Despite the fact that it worked differently (reduced range) it actually worked really well with a tanky blue squad because you could try and force ranged enemies to either play on your terms (in mostly melee) or force them to back away into a disadvantageous position. It seemed to mesh well with Hydros and I lament not being able to do it anymore. For White it seems like it only reinforces their ranged superiority to have this ability.
Haven't gotten a chance to read through all of your colors yet, but quick notes on Red:
Don't have time right now to touch on everything (have to get a playtest build out!), but I agree with all of the sentiments you've mentioned. There's way too much overlap in functionality (AOE EVERYWHERE), there are some very clear weaknesses (single target damage), and some things are too strong (thanks, Pyroblast).
Not sure how much of this we'll get to address in the near term, but I'd like to test some re-designs to add some diversity to Red. It's nice to have some sense of color identity, but it's definitely too homogenous at the moment for Red.
Hey I just wanted to mention that i've suspended this thread and will not be doing White for now since so much has changed about the game that there's no way what I post will be remotely accurate for the current build.
I could post White as sort of an exercise if you guys (devs) think it might be helpful but otherwise I'm going to wait a bit before my next big megapost - at least until we have a release build.
I'd like to say though, that I am almost 100% certain that a lot of what was written here was taken into account. At least I feel that the colours went through changes that were super beneficial.
Although the changes haven't comprehensively changed everything you have mentioned, it does solve key weaknesses. For example, with Blue, we have weak T1.5, relatively slow ramp-up to a very strong lategame army. While this hasn't changed, the new damage upgrade on the frostcaller has made the colour much stronger.
Likewise, with Green, the changes to the Howling Commando and Toxic Mystic has fleshed out the colour considerably in the T1.5 and T2 department. The upgrade for Toxic Mystic is very interesting for sustained poison damage, and I'm looking forward to testing them more.
Red's lack of dmg, at least for Vex is partially solved by his new ramp up on his basic ability. On level 15, Spitfires now do 25 dmg on units on Fire, that is 10 Phys and 15 Magical Damage. They are one of the colours that benefit immensely from joint magic and physical upgrades. In the lategame you can have spitfires hitting for 40 dmg on 0 armor stuff. Eris is currently the more difficult hero to find a clear role for.
Red's Melee units are generally quite challenging due to the inherent discord with the colour's ranged nature. I think Cinderbeetles are fine, they just need a few adjustments to how their ability is being cast (already talked about this). Exofiends have received additional 'identity' with the slow at unburrow, hopefully this will help. Pyrosaurs are really difficult to use, have a high skill ceiling. It is hard to tell if they are too weak at this stage, but I'd love for them to get a bit more toughness, and maybe have their magic attack dmg type changed to piercing, fulfilling the anti-heavy role.
Yeah, it seems like a lot of the changes were closely related to stuff I discussed - I'm assuming they had already reached similar conclusions, but it feels good to see some confirmation
Honestly I really think the current build is the most fun version of the game I've played so far. It still needs more tweaks and I'm still not sure about the side lane caterpillar spawns, but the overall flow of gameplay and the mix of units is starting to really work for me.
Good work so far errone!
Great feedback, you seem very knowledgeable and involved in the game. Waiting for White analysis. Btw, is it officially White or Purple? My friends say it's purple and I say it's white.
I've honestly stopped updating this thread because so much was changed over the course of several rapid-fire patches. Most of this stuff is referring to legacy units and balance and is no longer applicable in the current patch. On top of that the current metagame has not really developed enough for me to make judgments on a lot of units and strategies.
I'd love to make another one of these threads, but I'd like a little more time to hash out the various units and strats first with the current build of the game. A LOT has changed since I made these posts.