#Tridention Adjustment

1534 messages · Page 2 of 2 (latest)

stark perch
#

This could be a difference between native speakers and non native, but you've shown you understand, others shown they understand, so... ¯⁠\⁠\_⁠(⁠ツ⁠)⁠_⁠/⁠¯

#

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

mystic cave
#

👆

stark perch
#

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

haughty ravine
#

Dang, we really can't get a good time for both ;-;. Don't worry man btw

#

Fair enuff

#

It'll be for another day

pearl ivy
#

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

tender nimbus
#

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.

stark perch
#

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

toxic swan
quick temple
#

Guess not

lofty wasp
#

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

toxic swan
#

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

#

👍tridention 👍

stark perch
#

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

haughty ravine
dark nest
#

so many filler techs

#

/ outright useless

pearl sandal
#

So, is the persist tridention more broken than the old escape one?

inland acorn
#

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

haughty ravine
# inland acorn 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)

austere fossilBOT
radiant surge
#

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

inland acorn
#

Archers still are good for them

#

That only tells you how strong tridentions end up being

pastel lava
#

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

pastel lava
mint burrow
#

Maybe remove both persist and escape for better stats? For example 15 hp 3 movement 3.5atk etc

austere fossilBOT
radiant surge
haughty ravine
azure cosmos
#

Giving tridentions 2.5 attack was a terrible idea. No disrespect they were fine as they were.

pastel lava
#

The whole point of this thread was to make them 2.5

stark perch
pastel lava
#

And does 2.5 fit into that?

stark perch
#

I mean, does it? Do you think it was a good enough change?

north hazel
#

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.

pastel lava
#

So now they are a solely large map tribe

#

Essentially right?

#

Also 15 hp would be nice if they have less damage maybe?

azure cosmos
lofty wasp
#

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)

pastel lava
north hazel
floral snow
#

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.

pastel lava
#

They essentially clean up. By themselves though they are not great

pearl sandal
#

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

pastel lava
#

That should be what they are: cleanup for yellies and amphibians

#

But I think they are a bit too squishy though

inland acorn
#

You can keep them away from rammers either way

pastel lava
#

Yeah, probably won't be too hard to get them to vetern

#

Veteran

torn mica
#

They'll be able to take out a single scout ship this way, or instead take out a damaged unit, and heavily damage another.

spare gust
#

Or they could use my "Pierce" ability ideakickootroll

haughty ravine
#

And honestly not even great...

mellow sonnet
azure cosmos
inland acorn
#

But then 2 def wouldnt help

#

They still get two shot

spare gust
spare gust
torn mica
mellow sonnet
torn mica
#

So if it does:
First-hit: kills unit A.
Second-hit: Doesn't kill unit B.
Does it get to do a third hit?

mellow sonnet
#

Yes

torn mica
#

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?

mellow sonnet
#

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

torn mica
#

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?

pastel lava
#

I feel this may be a bit strange

torn mica
#

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.

pastel lava
#

No

torn mica
#

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).

mellow sonnet
mellow sonnet
torn mica
#

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).

lofty wasp
#

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

torn mica
#

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.

haughty ravine
#

I'd be down to have double attack tridentions

#

With only 2 atk

torn mica
#

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.)

lofty wasp
mighty needleBOT
#

The outcome of the fight is:

Attacker: startHP ➔ endHP (enemyHP)

Boosted Archer: 10 ➔ 10 (10)
Boosted Archer: 10 ➔ 10 (4)

**Defender**:

15 ➔ 4

#

The outcome of the fight is:

Attacker: startHP ➔ endHP (enemyHP)

Catapult: 10 ➔ 10 (5)

**Defender**:

15 ➔ 5

lofty wasp
#

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

haughty ravine
#

Too much, imo

#

2 could potentially alr be excessive

torn mica
#

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?

tender nimbus
#

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

torn mica
#

At 2 attack, it also can't take out a 15 hp scout.

pastel lava
#

What, like to dinner?

#

As they are right now are people happy.

#

?*

tender nimbus
#

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

torn mica
tender nimbus
pastel lava
#

I see

junior coyote
#

hence why exida should have a double attack

unborn river
#

exida with double attack: its finally usuable (joke)

stark perch
unborn river
#

exida would be so cool if poison was like

#

cool

stark perch
#

If only poison was 50% instead of 70%

pearl sandal
inland acorn
#

I could imagine a version of polytopia where knights and tridentions could only chain through 5 units
I wonder how would it work out

torn mica
#

That just sounds like a nerf to them.

tender nimbus
#

Of course it is, how could it not?

radiant surge
#

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...

torn mica
#

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.

radiant surge
#

what was the inital tridention damage (before rework) ? 3 ?

torn mica
#

Yes, 3.

radiant surge
#

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

torn mica
#

Doesn't sound bad. They're pretty much boosted archers after all.

radiant surge
#

ngl, I currently have no incentive in going for chivalry tree right now, it brings nothing interesting

torn mica
#

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...

radiant surge
#

well even that, you cant kill a catapult with 1 defense bonus

torn mica
#

Catapults have no defense.

radiant surge
#

but still can be protected by forests

#

and mountains

torn mica
#

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.

radiant surge
#

cymanti exida have more base def than catapults ?

austere fossilBOT
radiant surge
#

cuz I definitely not kill a protected exida

torn mica
radiant surge
#

ye ok thats another thing to remove from cymanti xDDD

torn mica
#

(I can understand creep though)

radiant surge
#

yea creep makes sense, not the def

#

ok then my bad, you can swipe off catapults

mint burrow
#

Cymanti catapult moves like hexapod lol

radiant surge
#

dont they have 1 less movement ?

torn mica
#

Nope. 2.

radiant surge
#

kk

inland acorn
torn mica
inland acorn
#

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

torn mica
radiant surge
inland acorn
#

Yea giant rushes are the thing exidas are made for

radiant surge
#

anyway I fear we're getting a bit offtopic here

inland acorn
#

Tridentions are still probably more valuable than knights tbh

torn mica
#

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.

radiant surge
torn mica
#

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.

lofty wasp
radiant surge
#

yea but even in niche situations I feel like a well placed yelly would provide more value

torn mica
inland acorn
#

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

radiant surge
torn mica
radiant surge
inland acorn
#

They dont have longer reach just the same

torn mica
lofty wasp
radiant surge
#

yea but whats the strength of a tridention then ? just oneshot it with a rammer/battleship lol

torn mica
#

Even with equal reach, I think sharks might be more valuable on the water than the tris.

inland acorn
#

You can get two units with a tridention easily

austere fossilBOT
torn mica
#

Are they already weakened?

inland acorn
#

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

torn mica
#

If they are already weakened, then can't the sharks do the same thing?

#

Err- nvm. I'm thinking 2 sharks.

radiant surge
#

#1253335148498391140 (kickootroll ) would be a buff to tridention in itself

inland acorn
#

Sharks still are 2 def units

#

You get range advantage with a tridention

#

And you can use your amphibion to chump block

radiant surge
torn mica
inland acorn
#

Assuming you both have equal value of units in stars it is simple
2 amphibions and a tridention

torn mica
austere fossilBOT
inland acorn
#

Actually I dont remember the numbers on that fight

#

Oops

radiant surge
#

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
inland acorn
#

3 damage tridentions have no counter

radiant surge
#

rammers and battleships still dont get oneshot

inland acorn
#

Battleship?

radiant surge
#

with 3 damage atleast you can kill riders/knights without defense

radiant surge
inland acorn
#

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

azure cosmos
radiant surge
inland acorn
#

They sure do

radiant surge
#

I m probably not used to new aquarion yet, but oumaji spamming riders/knights and scouts just destroys me

inland acorn
#

Yeah the aquarion of today isnt simple to play

radiant surge
#

what saved me was cloak spam lol

#

aquarion cloak is very good tbh

torn mica
radiant surge
#

also, one of my big issues is this

a veteran tridention (15hp) + aquatism defense bonus get oneshot by a doomux...

inland acorn
#

Yeah tridentions arent 1v1 units rn

#

Doomux have 4 atk

torn mica
#

I mean the scenarios 1 by 1.
Nvm. That wasn't @ me.

inland acorn
#

They should oneshot it

radiant surge
#

your 8 stars veteran unit getting oneshot is bad

#

what is even the point of veteran at this point

torn mica
radiant surge
#

catapult atleast pack a punch at a large distance

inland acorn
#

Doomux and catapult only have 4 atk

#

They are the exception

#

Besides giants but you are not getting hit by those

torn mica
# inland acorn Actually I dont remember the numbers on that fight

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.

pastel lava
#

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

spare gust
#

To be honest I really think tridentions are not filling their purpose.

#

Their attack is too low to persist most atimes

copper geyser
#

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

radiant surge
#

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

copper geyser
#

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

graceful ruin
#

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

copper geyser
#

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

haughty ravine
#

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

haughty ravine
#

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

haughty ravine
#

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

radiant surge
#

then making suggestions are pointless now

#

🤷‍♂️

haughty ravine
radiant surge
#

we can close all the threads

haughty ravine
#

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

pastel lava
#

Haepooners would be so cool

spare gust
#

Sharks are not filling to their cost ,I suggest making them cost 7stars

haughty ravine
#

6 >>

radiant surge
#

lmao a full life tridention cant kill a 9hp shaman

#

how the hell am I supposed to get value out of this unit

graceful ruin
#

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

pastel lava
#

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

graceful ruin
#

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

haughty ravine
#

Yellys rn feel crazy

#

Idt they need Anything

cloud edge
graceful ruin
#

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

torn mica
mint burrow
#

No 2.5 cant one shot anything expect for 10hp catapults and hexapod

untold meteor
#

3 attack is so unbalanced tho

radiant surge
#

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

weak canopy
#

What will happen if trident movement is boosted to 4 and are given sneak?

torn mica
graceful ruin
#

but now they only cover a 5x5 area

#

and can only one shot the weak things in that area

junior coyote
#

No they were unbalanced with 3atk and persist

#

Ranged persist is really strong

inland acorn
#

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

radiant surge
untold meteor
junior coyote
#

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

azure cosmos
#

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.

junior coyote
mighty needleBOT
#

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:

Attacker: startHP ➔ endHP (enemyHP)

Swordsman: 15 ➔ 11 (2)

**Default Warrior (protected)**:

9 ➔ 2

junior coyote
#

Oh it works with 9hp too

#

Although a trident retaliates for 2, so ig 8 is the more important value

mighty needleBOT
#

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:

Attacker: startHP ➔ endHP (enemyHP)

Swordsman: 15 ➔ 15 (0)

**Default Warrior (protected)**:

8 ➔ PINGED LUNA

junior coyote
#

Mmm

azure cosmos
#

Yeah mid game 15 health scouts can trade pretty easily with tridentions.

junior coyote
#

Yeah just make sure the opponent isn’t using other units, and get defender scouts

#

Simple enough

mighty needleBOT
#

The outcome of the fight is:

Attacker: startHP ➔ endHP (enemyHP)

Rider: 10 ➔ 8 (10)
Swordsman: 15 ➔ 15 (0)

**Veteran Rider (protected)**:

15 ➔ BOTHERED NELLUK

junior coyote
#

I think the only actually positive trade you get against tridents is a defender rammer

azure cosmos
#

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.

junior coyote
#

Which can be body blocked by warriors lol

junior coyote
#

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

azure cosmos
junior coyote
#

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

azure cosmos
junior coyote
#

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

azure cosmos
#

And why does everyone say that lame excuse "oh my gosh I actually have to research tech to counter certain units". Oh the humanity 😅

junior coyote
#

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

haughty ravine
#

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

inland acorn
#

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

graceful ruin
#

I feel like tridentions are in a really awkward spot

inland acorn
#

Always were

haughty ravine
#

Tridentions are a good unit locked behind free spirit

#

Right now

#

That's the whole issue

graceful ruin
#

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

haughty ravine
#

You pay 2 techs to get 1

graceful ruin
#

I mean yellys/sharks

junior coyote
#

Well if 2.5 atk is too weak, simply buff tridents in other ways

graceful ruin
#

since thats their main support

junior coyote
#

Attack isn’t the only metric that can be changed

graceful ruin
haughty ravine
#

3 range tridentions

#

Don't see any issue

inland acorn
#

💀

#

Wait and see is still my answer

junior coyote
#

True

#

People will find a way to abuse ranged persist, even if it’s attacked to a “weak” unit

haughty ravine
#

Orrrrr

graceful ruin
#

what else would you change though if not attack

haughty ravine
#

We can make free spirit not suck

graceful ruin
#

based

haughty ravine
#

And now tridentions are usable

junior coyote
#

🙏

haughty ravine
#

And good

#

Since That's the issue

#

It has always been free spirit

inland acorn
#

That one will probably wait

#

Because it is another can of worms

graceful ruin
#

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

inland acorn
#

That would not work well

graceful ruin
#

why not

#

its practically just the same thing but at a slight cost reduction

haughty ravine
#

Or 5 cost temples

#

Max. 1 per city

inland acorn
#

This game had a lot of issues on balancing knights

haughty ravine
#

Now free spirit doesnt suck

graceful ruin
#

a 5 cost 1 population is kinda rough though

#

why even are temples that expensive in the first place

#

20 stars for why

haughty ravine
haughty ravine
haughty ravine
#

Considering the tech would lead into knights

graceful ruin
#

no its definitely not terrible it will have uses if you are missing that 1 extra pop for a super

austere fossilBOT
haughty ravine
#

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)

graceful ruin
#

why does chivalry give you destroy

haughty ravine
graceful ruin
#

i mean thematically it makes more sense for burn forest to be in the farming bit

haughty ravine
#

I still cant believe there r peepo that believe old tridention was fine

graceful ruin
#

but destroy doesnt really make sense with chivalry

haughty ravine
#

Yh

graceful ruin
#

its kinda the only one that doesnt make srnse

haughty ravine
#

It's a terrible tech, too

#

It simply shouldnt exist, imo

graceful ruin
#

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

haughty ravine
#

True ig

#

Or to do shit like this

graceful ruin
#

Which bought me more time cause they then needed pescetism

haughty ravine
#

#1271469159611367424

graceful ruin
#

or if your city is about to get captured you can just fucking nuke it

haughty ravine
#

Oh wait mb

#

#1272015015108673547

graceful ruin
haughty ravine
#

We like nukes

graceful ruin
#

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

mystic cave
radiant surge
#

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

graceful ruin
#

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

radiant surge
#

just put the bender in front of a port and wait for a bomber 😄

graceful ruin
#

oh cpus

#

a player wouldnt buy a bomber the same turn as boating the unit

haughty ravine
#

omg

#

sirens have an use

#

an actual use

#

just deny ports

#

wow

radiant surge
#

?

haughty ravine
#

aren't as useless as mindbenders

radiant surge
#

well, yes ?

haughty ravine
#

you can slam them in front of a port and deny any raft touching the water

#

I didn't realize that up until now

radiant surge
#

what do you expect as an answer lmao

haughty ravine
#

i was just commenting on the fact that they can do that

#

they aren't useless and that's surprising

radiant surge
#

they are insanely good too because they can heal jellies/crabs to hold an area

radiant surge
haughty ravine
radiant surge
haughty ravine
#

...oke

graceful ruin
#

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

haughty ravine
#

yeah ofc

#

they suck

graceful ruin
#

or even if it does reach the port its likely to just get catapulted

haughty ravine
#

but aren't as bad as mindbenders

graceful ruin
#

i feel like theres not much difference

#

but yes marginally better

haughty ravine
#

they're not the worst unit in the game

#

just the 2nd worst

graceful ruin
#

sirens seem more like a skill check if anything

#

like a funny little gimmick that might work if they lack vision

lofty wasp
#

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

radiant surge
#

yes

#

they cost too much to get to even bother investing in the tree

haughty ravine
#

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

pastel lava
#

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

radiant surge
#

I just think their tree should be made more accessible by making free spirit more appealing

haughty ravine
#

Tridentions arent bad. Free spirit is

radiant surge
#

you dont seem to agree though xD

haughty ravine
#

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)

pastel lava
#

Okay I like tridents

#

Just tried em out more. They get like 2-3 kilks each turn. Just free spirit sucks