r/EndlessLegend

how are you supposed to play order of zelevas early game?

I can't seem to figure this faction out, they just seem so underwhelmingly weak early game.

The faction traits and buffs seem to want you to play really aggressively and snowball with military, but at the same time you can't build units normally and have to purchase them, which prevents you from actually being able to start to snowball in the first place. I'm always getting stomped by my neighbors in the first 20-30 before I can even get a sizeable army up. I've tried both focusing on early economy first as well as aggressively fighting minor factions but neither has worked out so far. I'm playing on hero difficulty. I've beaten the game on endless several times before but I just can't figure out how this faction is supposed to play.

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u/TempestCrowTengu — 7 days ago

Gifts of the Fallen feels pretty weak

The various military faction traits in this game are flavorful and faction defining. The Kin advance as a big shielded ball thanks to Stand United. The Necrophage swarm their enemies and pick off the corners of formations thanks to Unceasing Hunger. The Aspects favor a mixed unit composition with a defensive front line and damaging backline thanks to Harmonious Tactics. There's just one glaring exception to this rule: The Last Lords.

I think Gifts of the Fallen was good on release. Before the advent of counterattacks, a 25 hp heal did a decent job of keeping the Last Lords healed as their tanky stalwarts marched into the enemy and started swinging. However, with counterattacks now being a thing, a 25 hp heal is basically inconsequential outside of the first monsoon. There's just a lot more damage being thrown around in combats and with late game HP bars easily breaching 300, a 25 hp heal being a faction defining trait just doesn't cut it anymore.

I'd really like to see Gifts get some more gas. The heal could scale as a percentage of HP, it could scale up with Last Lords techs, it could be a larger heal targeted on the lowest HP Last Lords unit. There are a whole lot of ways to make it feel faction defining and powerful instead of irrelevant like it does now. I personally feel like the Last Lords military is the weakest in the game, and I think Gifts of the Fallen is largely to blame.

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u/Rexnos — 7 days ago

(EL2) Suggested changes for unit class balancing

The post I made yesterday about unit balancing seems to have resonated with a lot of people. After reviewing how the system currently works, I have a few simple changes to suggest that I think would make the battles much more tactical and give players clear answers to impending threats.

For starters, how the system currently works for unit classes is that if a unit 'counters' another, it deals an additional 20% damage. For example, archers deal 20% more damage to flying units. Given how damage reduction works (especially late game with scaling armor), I think that this value should be tweaked in either one of two ways: either raise this damage value to 50%, or raise the damage to 25% but then also add a 25% damage reduction when attacked by a 'countered' unit. I think these values would make army composition choices much more impactful without messing around a bunch with unit production costs, and without creating 'hard' counters where no amount of infantry beats cavalry or something.

I also think the following changes would be better for the health of the combat system, given that the 2 stack limit seems to be set in stone, so individual units need to be able to perform:

  1. Swarm type units, to counter Juggernauts, should ignore retaliation attacks on top of ignoring opportunity attacks. This way Juggernauts can't just hit defend and kill their counter, and Rangers will finally have a readily-available unit counter.

  2. Juggernauts should counter cavalry, instead of heroes. I understand the desire to make a counter for heroes, but currently cavalry is the only unit class without a damage type counter, which doesn't make sense.

  3. Cavalry should counter archers, not infantry. I also think it would be really great if cavalry applied double the amount of encirclement penalty per unit, to promote combined arms gameplay and make 'flanking' with cavalry satisfying.

  4. Infantry should counter swarms, not archers. I like this unit class the most in terms of design at the moment with their defensive bonus. Juggernauts fill the role of 'shock infantry,' so it works that standard infantry are more about holding the line to enable encirclements and protect archers/block chokepoints.

So in short, the unit counter chain would look like this:

Infantry -> Swarm -> Juggernaut -> Cavalry -> Archers -> Flying -> Infantry. This means every unit type has a counter, and with counter damage increased, this means that the answer to someone making a 'doomstack' of one unit is always clear, or even just how to build a stack to take down a fort.

As for Heroes, I think that adding the bonus vs heroes damage effect is something that could happen through technology instead of being tied to a unit type, perhaps to the tech that also gives them +8 flat damage. This could just be a 20% increase, and would still allow hero stacks without necessarily nerfing them into the ground either, more a way for normal units to keep up on top of the unit type counters.

Anyway, this is what I came up with while thinking heavily about this subject and doing a lot of math and unit comparisons. I'm curious to hear what others think, too. At the very least I like to think everyone would enjoy more impactful decisions and better tactical combat in general, and I feel these changes would move the game significantly in that direction.

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u/darkfireslide — 8 days ago

Necrophage overexplained, the first 30 turns | Endless Legend 2, Endless difficulty, Fast

Hello! This is my penultimate video in the series, it's time for my favourite swarm =)
The biggest problem with the Necrophages, is that as the game progresses the turns become longer and longer and longer, but the early game is so engaging and entertaining for me, that it is all worth it =) Necrophages and Aspects are my most favourite factions, they are extremely strong and very entertaining to play with. The series will conclude on Saturday with the Aspects video. Thank you for your time and attention!

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u/Tema726 — 8 days ago

Potential New Player

Hello hello!

To preface, I’ve never played a game like this before. One where you take command of a faction, expand it, and fight other factions on a map to win. From what I’ve seen of the Endless Legend 2, it looks like it could be overwhelming to brand new players, but it looks fun and the factions look interesting.

Is this a game that you would recommend to someone like me who is brand new to this genre of games? Do you have any tips to make the game feel less overwhelming to new players?

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u/VodkaRig — 7 days ago

Two questions (bugs?) about Tahuks

After the latest patch ([Version – 1.0.172]) I played Tahuks (which I had tried before but failed) and there were two issues.

  1. The "Stars Light" ability (to add population to city) only works ONCE per observatory for the entire game! If that is by design it is a huge nerf to this faction. And I am absolutely sure it only works once as the message I get when I mouse over is something like ("already used").

  2. I could only get one pacified village per minor faction. So even though I had pacified 3 of the individual villages only one shows up as assimilated and in the overview window for minor factions it only shows one available. I also can't interact with these villages at all. I can't destroy them. I can't rebuild them (they weren't showing destroyed anyhow) and I can't bribe them. I reported as bug but wondering if anyone else encountered this

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u/Specialist_Track4918 — 7 days ago