#Tridention Adjustment
1534 messages · Page 2 of 2 (latest)
I just feel like this is pretty rare. Even my most impactful knights that I've used are like... 3 kills max. It's difficult to get 4+ kills and tbh, have those kills actually matter vs a player who even half knows what's going on, even if the opponent doesn't play around the knight
If the opponent does play around the knight... Good luck getting long lines
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I would instead argue that knights can be good at killing specific units deep into enemy territory, but my argument is just I don't think it comes up often enough to be better than ranged persist
Like, the quality of the chains is usually better with ranged persist
Dang, we really can't get a good time for both ;-;. Don't worry man btw
Fair enuff
It'll be for another day
Maybe wording wasn't great but generally I agree that ranged persist in much better than meele persist
Meele can be much more devestating but only if you have a very rare scenario where you know opponents vision is lacking
Or if he just missplayed
Ranged is a lot more consistent
To me it sounds like a good solution is the previously suggested max 2 attacks because it is still valuable, but it would also greatly reduce the problem of how difficult it is to position around tridentions. Strictly speaking.
I mean, maybe, but even just being able to consistently get 2 attacks every turn is still really, really strong and I think you're potentially underrating it
Like, it's not just "ranged persist chains more often", it's also the quality of your chains are usually better *because* it's harder to play around
And the tridention itself isn't risking nearly as much by just being a generic 3 attack unit
Like, even without persist, tridentions wouldn't be a bad unit, just kinda mid
An aquarion archer with +1 atk and movement
Guess not
A scout with +1 atk and -1 movement
But yeah, without persist I would buy them if I had the tech, but I would never go all the way to spearing in order to get them
Why not take away all their abilities, keep their stats the same,... and then give them independent. That way no one would ever spam them
Fool proof plan...
you are all very much welcome
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I mean, that's the eternal problem, imo. I don't think there's anything that makes Spearing make sense that isn't too strong. Spearing is just such an awful tech to get
In this sense, I do kinda just rather when they had escape tbh. Sure it snowballed in the long term, but the problem with persist is how it immediately starts taking over with only 1 or 2
Which kinda goes similarly for puffers. They're kinda worth it on a generic tier 3, but so unnecessary that you can't really justify it, and naturally more vulnerable on sea than the alternatives
The issue of "Free spirit Is garbage" strikes again
So, is the persist tridention more broken than the old escape one?
I never saw someone say they are stronger but they definitely provide a lot of value
Feels like buying both archers and knights in one tech
I know I never played the beta or anything but with my experience with just rushing with tridentions against AI and seeing how the persist ability works on them due to videos covering the beta but I think it makes people at least put more thought into positioning, making it less broken since you could escape if you got into a bad position on the old one
(Yes I'm yapping I know qwq)
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I think it is fine as it is, I just think archers need a bit of differentiation because the forest branches are really non-incentivized to pick
but this is another subject
Archers still are good for them
That only tells you how strong tridentions end up being
With how sharks and yellies are right now, tridents are just fine
They are very strong, and I think they should be. But they can only really be used with the help of amphibians or yellies. That's why I really hope yellies get more of a defense buff so they can work together better
Wich brings back harpooners lol
Maybe remove both persist and escape for better stats? For example 15 hp 3 movement 3.5atk etc
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just makes them a better archer, not good imo
Its good.
Laat thing Tridention misses is getting a design reference that resembles the perished Navalon
Giving tridentions 2.5 attack was a terrible idea. No disrespect they were fine as they were.
The whole point of this thread was to make them 2.5
No, the point was to see and provide feedback if there was a good solution towards adjusting tridentions
And does 2.5 fit into that?
I mean, does it? Do you think it was a good enough change?
I don’t find 2.5 very fun or justifiable without using Jellies to soften enemies up before moving the Tridentions in—which requires two T3 techs.
Eh.
So now they are a solely large map tribe
Essentially right?
Also 15 hp would be nice if they have less damage maybe?
Bro what are you even talking about
The 3 atk version was too strong for sure. I haven't seen any Aquarion lose after they managed to get tridentions (except for a few who were already at a 2-7 city disadvantage or a mirror match)
To nerf them
This could be a decent offset to the lowered attack. That, or slightly improved defense.
I like the Trident changes. But I also like them before with escape. Persist allows for more complex strategies imo, and 2.5 attack is fine.
They essentially clean up. By themselves though they are not great
I find that the 2.5 tridention often manage to make 2 attack, killing a damaged unit and heavily damaging another, and that is very useful but still not one shotting all scout ships
That should be what they are: cleanup for yellies and amphibians
But I think they are a bit too squishy though
You can keep them away from rammers either way
Why not give them a "multi-hit" ability instead of persist then? With that they can simply attack twice.
They'll be able to take out a single scout ship this way, or instead take out a damaged unit, and heavily damage another.
Or they could use my "Pierce" ability idea
It was hard to understand though
And honestly not even great...
I would prefer if they got an ability that allows them to attack two units in the same turn, regardless of if it results in a kill, and also Persist.
It's not the rammers that are the issue it's the scouts hip that's dangerous to the tridentions
That's exactly what the Pierce ability does
Not really good at explaining
"And also persist"? How would that work? If the first hit kills, and the second hit doesn't, would persist still activate? (I assume if the first hit doesn't kill, but the second does, persist will still activate). (Not criticizing; just going for understanding)
Or is it like "Can attack twice, and for each kill, it gets another attack"?
Can attack twice, no matter if it kills or not, and has unlimited other attacks from killing a unit
So if it does:
First-hit: kills unit A.
Second-hit: Doesn't kill unit B.
Does it get to do a third hit?
Yes
If it does:
First-hit: Kills unit A.
Second-hit: Kills unit C.
Third-hit: Doesn't kill unit B.
Does it get to do a fourth hit?
Yes
It could do another hit as long as it kills its victim, thanks to persist
The question is: if it kills a unit on its fourth hit, could it attack a unit again without killing?
A unit with persist could do that currently
I think the modified tridention would not be able to attack again on its fourth hit in that case, because its ability means it is guaranteed two hits
One before or between the kills, and one would just be the hit that a normal Persist unit can make after killing
Sorry, a bit confused. You said "Yes [it gets to do a fourth hit]", but later said "I think the modified tridention would not be able to attack again on its fourth hit in that case". Does it not get the fourth hit?
If I'm understanding correctly, it gets two hits, and each kill gives it an extra hit. Is this correct?
I feel this may be a bit strange
I'm ok with it. Just wanna make sure Aetholis and I are thinking about the same thing. Or to even just understand Aetholis.
If it'll have 2.5 atk, I think it wont be too OP? It can't one-shot anything that has a max health of 10 or more (unless def is 0), but the 2-hit will help it, and give it an extra free hit.
No
It'll work well to clean up catapults and weak stuff like hexapods, like a knight should, but can now also at least kill a warrior single handedly, and get one extra free hit.
It also can't sweep scout ships either at 2.5 atk. Seems well nerfed, but still capable of doing something?
The synergy with spamming them grows only linearly, so that's good too? With all units at full health:
1 tri can: kill 1 scout, damage 1 scout
2 tri can: kill 3 scout, damage 1 scout
3 tri can: kill 5 scout, damage 1 scout
And so on. At 10hp the tris should also be easy to kill as well with just a single rammer or swordsman.
(Assuming my understanding of " it gets two hits, and each kill gives it an extra hit" is correct).
I meant fifth; apologies for all the confusion
Would it be more intuitive for players getting used to this change to just give tridentions an ability that allows them 1 extra hit after they would have consumed their turn?
Something like having [Persist] and [Extra-hit] rather than [Persist + Extra-hit]?
Hm, maybe that is indeed more intuitive, since the players already know what persist is. Though, I worry that people might think the persist only applies to the first two hits (and that any hit after that, that doesn't kill, will end the turn).
Extra attack and persist sounds like it would be way too confusing for new players. I can almost guarantee it will never happen
Straight up extra attack is definitely an option though
How would it be worded?
[Persist] - (whatever it already is, I guess)
[Extra-hit] - ?
[Persist + Extra-hit] - Can attack twice. Can attack once more, for each kill.
Why only 2? They wont be able to clear all the catapults with that.
(I stress that a lot due to my own personal bias of knights taking out catapults. It's not like there's a necessity for it.)
Because you have to keep in mind that it might attack the same enemy twice, and you don't want to give them massive single target damage
The outcome of the fight is:
Boosted Archer: 10 ➔ 10 (10)
Boosted Archer: 10 ➔ 10 (4)
15 ➔ 4
The outcome of the fight is:
Catapult: 10 ➔ 10 (5)
15 ➔ 5
A 2.5 attack tridention that can attack twice would be able to deal more single target damage against a defender than a catapult would
Not saying that would necessarily be bad, but it certainly is a lot of damage
I think the biggest concern with that amount of damage, is that tris might be too good at taking out giants then? You'll only need four of them if they are slightly better than catapults. That said, doesn't Cymanti's knight have equal to catapult damage and the same reach as a tri (but twice the health)? Tri is only slighty stronger than either (catapult and doomux) with the two-hits, but easy to kill. This keeps it within reason, no?
There's also the over-lap with puffers, but puffers can do it from a safer distance, and can wet the land. Maybe giving more specialization to the puffer would reduce the overlap?
Oh, but doombuggies do cost more 🤔
Maybe raise tris to 10 stars as well?
the problem I see with having lower damage but two attacks is that when attacking a ranged unit, its second attack will be even less because of retaliation
but then its also hard to balance against melee units
At 2 attack, it also can't take out a 15 hp scout.
the good thing about only two attacks is that it gets rid of the large area of denial that tridentions can impose, however it does run a risk of making them benefit from spamming
If the scout retaliates, it'll die, but it'll also leave the tri with only half its health left.
I am, I'm just thinking of other ways they could be changed
I see
I think that’s the main issue with double attacking in general. It’s almost always going to be optimal to use it like a psuedo catapult
hence why exida should have a double attack
exida with double attack: its finally usuable (joke)
It's a good thing you made sure to say that's a joke. Otherwise, you would've fully summoned me
If only poison was 50% instead of 70%
mostly because I like to stay away from adding new abilities that are similar to existing ones, makes the game confusing
I could imagine a version of polytopia where knights and tridentions could only chain through 5 units
I wonder how would it work out
That just sounds like a nerf to them.
Of course it is, how could it not?
now that I have access to beta, I can add my grain of salt
tridention feel weak ngl
you cant oneshot a rider/knight even if they have no defense bonus
a veteran tridention (15hp) + aquatism defense bonus get oneshot by a doomux...
I think I'd rather tridents have 3atk and no persist (and still no escape) than 2.5 atk and persist. Or maybe even 3.5 attack.
what was the inital tridention damage (before rework) ? 3 ?
Yes, 3.
uhhh ok so this wont return I guess
but ye 2.5 damage feel just so bad rn
atleast reduce their cost would be nice imo, maybe 6 stars instead of 8
Doesn't sound bad. They're pretty much boosted archers after all.
ngl, I currently have no incentive in going for chivalry tree right now, it brings nothing interesting
I would use it to reach the back line of enemy catapults and wipe them out. Though, I need the path to be flooded first...
well even that, you cant kill a catapult with 1 defense bonus
Catapults have no defense.
The defense is zero. I don't think it'll help?
Hm. How does one use the calculator here? Idk how to test it with the discord bot.
It still kills it.
cymanti exida have more base def than catapults ?
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cuz I definitely not kill a protected exida
They do. Idk why lol.
ye ok thats another thing to remove from cymanti xDDD
Yeah, those the tris wont be able to sweep against. Idk why Cymanti of all tribes get a defense having catapult. Plus it gets to move 2 and creep.
(I can understand creep though)
Cymanti catapult moves like hexapod lol
dont they have 1 less movement ?
Nope. 2.
kk
Exidas have the extra perks mostly because they cant one shot things like catapults
Would the -1 atk be enough exchange for the poison splash?
From how cymanti plays it seems so
Exidas still arent a common unit you see
It's a defensive unit on a tribe that wants agression
No, they've attacked my giants a number of times lol. I see them used in the back.
maybe but cymanti damage doesnt come from exida anyway, doomux and centipede are the ones dealing massive damage
exida are support units for spreading poison/algae/fungi
Yea giant rushes are the thing exidas are made for
Yea mostly that
anyway I fear we're getting a bit offtopic here
Tridentions are still probably more valuable than knights tbh
The main use I can see for tris now are cleaning up weak things like catapults or hexapods (though Jellies can stop hexapods) and attacking on land from a safe spot in the water.
really ? when I see the massive chains some people can get with knights on reddit I doubt it ^^'
I feel doubtful of it as well, except for maybe a really niche situation.
Like a tree/mountain blocking the knight to reach a catapult, but a tri going around it via the water, or by using its range.
That's more the opponent playing bad than you playing well
yea but even in niche situations I feel like a well placed yelly would provide more value
A knight pressures the opponent to spead out their forces, even if the opponent plays well.
Tridention has the benefit of being on water
Where the value of all units around it are high so they play on an even battlefield
7* scouts and 7* rammers and 17* bombers
most probably yes, but isnt it the knight's purpose ? capitalizing on a mistake ?
If I'm on the water, I'd probably just use sharks. They have a longer reach than tris, and do more damage.
- ignore retaliation, unlike trid
They dont have longer reach just the same
Ah, right. My bad.
yes, but the strength of a knight doesn't come from the once in a blue moon massive game winning chain. As KC mentioned, the strength of a knight is the sheer pressure from its presence more than anything else
yea but whats the strength of a tridention then ? just oneshot it with a rammer/battleship lol
Even with equal reach, I think sharks might be more valuable on the water than the tris.
You can get two units with a tridention easily
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A single tridention? How?
Are they already weakened?
Yeah you want setup but the rest of aquarion's units are good for that
Amphibion hits one you kill it and get a free hit
If they are already weakened, then can't the sharks do the same thing?
Err- nvm. I'm thinking 2 sharks.
#1253335148498391140 (
) would be a buff to tridention in itself
Sharks still are 2 def units
You get range advantage with a tridention
And you can use your amphibion to chump block
the range advantage is poor when every enemy unit can reach you regardless, so better use sharks that ignore retaliation anyway, because tridention cant fight scouts
How would you (personally) set it up?
Say you have two enemy navy units of your choice at full health, how would you prefer to damage them as to set them up for the tri?
Assuming you both have equal value of units in stars it is simple
2 amphibions and a tridention
Which naval units are you up against? Rammers or scouts? 15hp or 10hp?
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my propositions to improve tridentions would be either:
- use #1253335148498391140
- increase their damage back to 3
- give them a 1 tile escape after attacking
- reduce their cost (8* -> 6*)
- increase their defense
- reduce further their attack (2.5 -> 2) and make them pricier archers, which free a slot for a new unit in chivalry
3 damage tridentions have no counter
rammers and battleships still dont get oneshot
Battleship?
with 3 damage atleast you can kill riders/knights without defense
the t3 ship
You dont pick that against aquarion
It usually dies too quick to be worth it
I say that because it was true even before this update
Trust me right now they're not worth the cost.
well, I m gonna get insulted probably, but bots do
They sure do
I m probably not used to new aquarion yet, but oumaji spamming riders/knights and scouts just destroys me
Yeah the aquarion of today isnt simple to play
Can we work it out then? I wanna see how supported tris vs sharks compares. Which situation would be most in favor of supported tris being better? Rammers or Scouts; 10hp or 15hp?
If you're unsure, I'll have to do them 1 by 1 😭
also, one of my big issues is this
a veteran tridention (15hp) + aquatism defense bonus get oneshot by a doomux...
I mean the scenarios 1 by 1.
Nvm. That wasn't @ me.
They should oneshot it
your 8 stars veteran unit getting oneshot is bad
what is even the point of veteran at this point
Sweats nervously in catapult.
catapult atleast pack a punch at a large distance
Doomux and catapult only have 4 atk
They are the exception
Besides giants but you are not getting hit by those
2 scouts with 10hp vs 2 amphi + 1 tri
AQ-T1: Each amphi attacks each Scout. Tri cleans up the remains.
2 scouts with 10hp vs 2 sharks
AQ-T1: Each shark takes out a scout.
2 scouts with 15hp vs 2 amphi + 1 tri
AQ-T1: Each amphi attacks the same Scout. Tri finishes it off and damages the other scout.
ENEMY-T1: Attacks any AQ unit.
AQ-T2: Finishes off last scout. All AQ units are injured.
2 scouts with 15hp vs 2 sharks
AQ-T1: Each shark attacks the same scout. Scout dies.
ENEMY-T1: Attacks any shark.
AQ-T2: Finishes off last scout. One shark is injured.
At least with scouts, I think I'd pick to use sharks. It's a total of two more stars (14 stars vs 16 stars), but I get to free up a unit slot.
More realistically, the scouts/rammers out range the amphis, so one might not even be able to attack first with them.
Didn't do the math with rammers yet.
Tested it with 2 15hp rammers. Assuming I did it correctly and optimally, the sharks can take them out, but the 2 amphi + 1 tri could not. AQ went first. If this is correct, I'd say 2 sharks are better in this case.
For a t3 tech they are pretty pitiful. Maybe less stars like 5 would be better but they are so weak and do the same amount of damage as an amphibians almost. I get they clean up with yellies, but by the time you have yellies and finally get tridents, it's not even usefull
They can't have the 3 damage back or they are too good but idk
To be honest I really think tridentions are not filling their purpose.
Their attack is too low to persist most atimes
If you mix teodentions with jellies, they absolutely slay
They are more like a damage support unit, kind of like a catapult. Jellies and crabs should be in front of them
in terms of gameplay, needing a t3 unit to get value of another t3 unit is not good
because at this point just make 2 yellies, you save a lot of money
especially since the 2 trees are polar opposite
Right, but when you have both of them, it's like getting Exodia and you just win. So it's good that there is a significant economic barrier
Especially when you get the other T3 nail in the coffin: pufferfish
but realistically you wont be getting both of them that much
90% of the time you will go down the fishing branch since thats where free water movement is
And then it would only be like way later that you even consider the tridention branch
unless you have some niche tactic
playing the beta i haven't really felt the need to get anything on the rider branch at all really since the shark is pretty much just better for quick expansion imo
I use riders because they can go though flooded terrain and water both with 2 movement, and they are way cheaper than sharks. I usually don't get sharks until much later haha
Atolls are the worst though. I get them as an afterthought
Heres a fun fact
On paper tridents rn arent bad
Actually theyre strong
But theyre a tier 3 unit
Of the chivalry branch
Which means you gotta waste 12-18 stars on free spirit before even accessing the tech
And free spirit is ass
The issue with tridentions currently is this
Free spirit is bad and they arent super strong to justify getting it
Youre doing something wrong lmao
Atolls are Crazy
Idk why you're not getting them every game
But theyre p much one of the main things going on for aqua rn
Harpooners arent making it into the game
Mobile beta is pre release
It's to find bugs
And do some changes in extremis
Never to add more features
I'm sorry Lootam
Pretty much yes
we can close all the threads
Pretty much yes
Unless you get everyone to beg the devs to get it into the game
Then maybe this time it'll go diffrently
But I highly doubt it
Haepooners would be so cool
Sharks are not filling to their cost ,I suggest making them cost 7stars
6 >>
lmao a full life tridention cant kill a 9hp shaman
how the hell am I supposed to get value out of this unit
with yellybellys
or sacrificial units
They are still quite effective at clearing areas of more squishy units if you have 2-3 tridentions paired with yellybellys and/or ground troops to weaken
But by the time you have sharks and yellies, why would you go for tridents over something like a puffer Wich will seal the win?
What if they didbt have dash?
Theb they would be very good with 3 damage back and a distraction to the opponent bc he knows whats coming if he doesnt attack it
My goodness my grammer sucks
I think most of the aquarion units just need slightly tweaking
i think sharks either need a buff or a reduced cost
tridentions need a reduced cost or putting back to 3 attack
and yelly bellys are mostly fine i think maybe just a shock area attack so you arent forced to move it
I think persist is cool, but 2.5 means you realistically need two tirdentions, so you are usually getting 3 hits from two instead of 4 from two. And amphibians lose out cause they don't have range.
does 2.5 one shot a raft?
I feel like that should be the threshold
one shotting a 10hp 1 def unit
so primarily riders and warrior/rider rafts
No. Only thing it one shots are the 5hp units, and a 10hp catapult, if I'm not mistaken.
No 2.5 cant one shot anything expect for 10hp catapults and hexapod
3 attack is so unbalanced tho
I think mindbender is currently the key to a good aquarion gameplay, because bombers are the best synergy with tridention, and centipedes are the best unit to flood with lmao
What will happen if trident movement is boosted to 4 and are given sneak?
Segments can flood on their own?
Probably wont do much for offense 'cause they can't move too far in land if the ground's not soaked.
It only was because of escape which made it uber cringe
but now they only cover a 5x5 area
and can only one shot the weak things in that area
Yeah aquarion has cost advantage over everyone and those guys would give them a win condition for the stage of the game they were at
yup lmao
I don't think they should one shot scouts with presist ngl
Something worth keeping in mind is that most naval units are really expensive, so a trident being able to oneshot scouts or 2 shot rammers would actually make for some really insane trades
Even just killing 2 scouts is a 14 for 8 exchange
And you get an extra hit after that
With 2.5 atk tridents, they can still be quite effective, esp when combined with something like sharks or yellys which can get good damage but not always enough to kill
If for whatever reason tridents are too weak at 2.5 atk, buffing them back to 3 atk would be a bad decision
It would instead be better to buff their movement or something
For everyone saying that 3 attack tridentions is to powerful you fail to realize that scouts can easily kill or significantly weaken tridentions.
This is why it's important that you always get the first hit in on the tridentions with a scout.
They are very much like polytars in the fact that it always more effective to get the first hit in. Because they have 1 def they will be far weaker after being attacked.
The 3 attack tridentions was not even op. A 3 attack tridention can't even one shot a scoutship with a def bonus.
Easily kill? Only if the opponent lets you. Easily weaken? Doesn’t matter since it still remains a threat even when weakened
A full hp scout*
You didn't provide the hp of your naval unit, so we made it a Warrior
Full hp naval units do the same damage regardless of their max hp
The outcome of the fight is:
Swordsman: 15 ➔ 11 (2)
9 ➔ 2
Oh it works with 9hp too
Although a trident retaliates for 2, so ig 8 is the more important value
You didn't provide the hp of your naval unit, so we made it a Warrior
Full hp naval units do the same damage regardless of their max hp
The outcome of the fight is:
Swordsman: 15 ➔ 15 (0)
8 ➔ PINGED LUNA
Mmm
Yeah mid game 15 health scouts can trade pretty easily with tridentions.
Yeah just make sure the opponent isn’t using other units, and get defender scouts
Simple enough
The outcome of the fight is:
Rider: 10 ➔ 8 (10)
Swordsman: 15 ➔ 15 (0)
15 ➔ BOTHERED NELLUK
I think the only actually positive trade you get against tridents is a defender rammer
Now a 15 health scout ship easily outclasses a tridention especially since they can almost always get the first hit in since the have more movement.
Which can be body blocked by warriors lol
They only get first hit if you have a space advantage
If you’re on the back foot, it’s almost impossible to advance on them
Esp if there’s another trident behind, since if you kill 1, you lose everything you used to kill it
Yep and that's why you also won't just be using scoutships.
True just get a ton of techs and buy expensive naval units
Why didn’t I think of that?
Thanks for enlightening me. I now see that tridents were perfectly fine after all
Well yeah obviously against a good player your going to have to use more than one naval unit.
That just how you play the game.
Ok but line unless you’re a t0 you kind of… can’t afford to do so when aquarion can send cheap units to pressure
And you need a plan for dealing with crabs still
Even with atoll nerf they still aren’t hard to get
And why does everyone say that lame excuse "oh my gosh I actually have to research tech to counter certain units". Oh the humanity 😅
I mean if my ports cost 7 stars and my cheapest naval unit is 7 stars while the aquarion player has 2-3 star units and no ports, buying techs is a pretty big tempo loss
Giving aquarion another unit that can reliably get insane positive trades only adds to the issue
So it’s sensible that they get brought down a notch
That's fair.
You likely didnt test 3 atk tridentions
Or forgot how strong they were
A single tridention could shut down a group of 5 scouts single handedly
They could trade for 3-4 units right after spawning
The cost advantage is aquarion's deal most of the time
You cant push for too much of it or you get a one sided battle
I feel like tridentions are in a really awkward spot
Always were
Tridentions are a good unit locked behind free spirit
Right now
That's the whole issue
they are either in 2.5 atk hell and cant deal damage without a whole othwr tech branch as support
or in 3 atk heaven and one shot boats
You pay 2 techs to get 1
I mean yellys/sharks
Well if 2.5 atk is too weak, simply buff tridents in other ways
since thats their main support
Attack isn’t the only metric that can be changed
which is a seperate branch to riding
Range
3 range tridentions

Don't see any issue
True
People will find a way to abuse ranged persist, even if it’s attacked to a “weak” unit
Orrrrr
what else would you change though if not attack
We can make free spirit not suck
based
And now tridentions are usable
🙏
i feel like you could lowkey just get rid of free spirit attach it to riding and then increase the tech cost of knights by a bit
That would not work well
This game had a lot of issues on balancing knights
Now free spirit doesnt suck
a 5 cost 1 population is kinda rough though
why even are temples that expensive in the first place
20 stars for why
Not rly tbh
Glory mode
It's not that terrible
Considering the tech would lead into knights
no its definitely not terrible it will have uses if you are missing that 1 extra pop for a super
Congrats Tim. Your recent activity just advanced you to level 6!
Yh
That and next is chivalry so it's a tech you can get
And then branch into that
W/o it being super awkward
Remember you also get to perform human trafficking (selling units for stars)
why does chivalry give you destroy
based
Idk. Used to be burn forest but it got changed for reasons
i mean thematically it makes more sense for burn forest to be in the farming bit
I still cant believe there r peepo that believe old tridention was fine
Yeah, true
but destroy doesnt really make sense with chivalry
Yh
its kinda the only one that doesnt make srnse
i think it has very very very niche uses
like ive used it against cymanti algae in order to place a port or cut the land bridge
Which bought me more time cause they then needed pescetism
#1271469159611367424
or if your city is about to get captured you can just fucking nuke it
so it produces 0 stars
i feel like destroy fits more with the hunting branch thematically
and it wouldnt really make it that unbalanced because of how niche destroy actually is
Hm
Could go there ye
What were you calculating here? I can’t follow your calculations really
usable only with jellies or bombers lmao
I m sorry but needing a t3 unit to make use of another polar opposite t3 unit feels awfully problematic to me
good thing I can just get mindbenders and convert bombers
most of the time your mind bender is just dying before it even gets close to being able to convert a bomber
since they either need 0 vision and to move right next to the coast line leading with a bomber but who tf is leading with bombers
or you send a mind bender back for it to get obliterated by the bomber itself
just put the bender in front of a port and wait for a bomber 😄
wait
omg
sirens have an use
an actual use
just deny ports
wow
?
well, yes ?
you can slam them in front of a port and deny any raft touching the water
I didn't realize that up until now
what do you expect as an answer lmao
Nothing
i was just commenting on the fact that they can do that
they aren't useless and that's surprising
they are insanely good too because they can heal jellies/crabs to hold an area
hmmm
wanna play
the way you said it I took it as sarcasm
fair enuff
nop I m at work rn, and not fan of multiplayer
...oke
sirens still dont feel great im ngl
since for the majority of the time people will already be on the water
and in the process of moving the siren to the nearest port its probably going to die to a rammer
or even if it does reach the port its likely to just get catapulted
but aren't as bad as mindbenders
yeah
they're not the worst unit in the game
just the 2nd worst
sirens seem more like a skill check if anything
like a funny little gimmick that might work if they lack vision
After some more games, I am further solidified in my opinion that tridentions in their current iteration are a quite nice and balanced unit. And I am also more and more certain that their position in the tech tree is the main thing holding them back
Alright. I tried to 'use tridentions' in a game
I gotta say
They are horrible
The unit itself was nice when it hit the field but to get there I had to waste too many turns and stars
I basically had to give up 2 turns to get a mediocre payoff. I can just compare what happened with what my opponent did, and those two turns could have turned into a crab
Or more
Tridentions rn are a waste of stars
And jellies actually do their job better than them
If you have the control to clear out a city and hold it without units getting damaged, a siren is not the best strat
For a port
I follow up on this, got to use them on a recent game and they felt pretty good to use, just need a bit of forward thinking
they are not units to reverse a struggling situation, but rather a support that accelerates snowball
I just think their tree should be made more accessible by making free spirit more appealing
I love how everyone agrees on this now
Tridentions arent bad. Free spirit is
you dont seem to agree though xD
No, I do
But IK that it will never happen in this rework
Ik that making free spirit not suck would fix a lot of things
(if it becomes a solid eco option it could even fix the early eco issues and that would basically fix every issue with aqua rn aside from sharks that just need a bit of tuning)