#Class-Specific Augments in Autochess Games: A Feedback Thread

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south orbit
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First, I want to express my appreciation for the development team's hard work in continuously pushing new innovations behind the scenes. The implementation of Augments has the potential to make Illuvium even more engaging and dynamic once they are fully refined and balanced. This thread serves as feedback on why class-specific Augments are not ideal for an autochess game, along with a few suggestions on what makes for good Augments.

The Problem with Class-Specific Augments

One of the core aspects of skill expression in Illuvium comes from adapting to different lobbies, opponents, and item drops. The best players excel at flexing their boards and pivoting when necessary. Class-specific Augments, however, reduce this skill expression by limiting player choices. If a player picks a class-specific Augment, they are essentially locked into that class, making it a simple one-click decision. If they do not pick it, their available options are reduced, leading to less strategic depth.

This results in autopilot gameplay—rather than thinking about the best possible play in a given situation, players are more likely to select an Augment that matches their existing composition and proceed without much thought. This railroads decision-making rather than encouraging dynamic strategy.

In contrast, Augments that provide generic power—such as economy boosts, combat stats, or shop manipulation—promote creative decisions rather than enforcing a predetermined path. Class-specific Augments also negatively impact the comeback factor. If a player has a weak opener but is locked into a specific trait due to their Augment choice, they may be forced to play an underperforming composition rather than pivoting to a better option. Autochess games should reward adaptability and decision-making, but class-specific Augments reduce these skill gaps and push the game toward a more scripted experience.

What Makes for Good Augments?

Here are some examples of Augments that enhance gameplay without restricting flexibility:

Economy Augments
These Augments give players more choices in how they manage their economy. Players can choose to save for a fast level 8/9, roll down earlier, or stabilize their board based on the state of the game. They allow for flexibility rather than locking players into a specific composition.

Combat Augments
These provide general power to the board without forcing a particular comp. They reward good positioning, optimal itemization, and frontline management.

Item & Shop Manipulation Augments
These Augments enhance decision-making by making it easier to pivot and optimize itemization. Instead of pushing a fixed direction, they empower the player to react more effectively to the game state.

Positioning & Utility Augments
These do not directly grant combat power but instead reward strategic positioning and tactical decision-making. They allow players to outmaneuver opponents through superior board setups rather than raw stat boosts.

Conclusion

Auto chess games thrive when players are rewarded for adaptability, strategic decision-making, and creative play. Class-specific Augments diminish these aspects by reducing player choices and promoting a more rigid gameplay experience. Instead, Augments should enhance flexibility and skill expression, allowing players to make meaningful choices based on their game state rather than being locked into a predetermined path.

I understand this is a significant change and something that can't happen immediately, so perhaps a quick solution could be to make the effect non-synergy specific for now. For example, instead of having air units get dodge chance, it could be applied to all units.

This approach is also very much in line with what TFT has done with Augments, and they have been working on and refining them for nearly four years. They’ve learned a great deal about what works and what doesn’t, and adapting some of those lessons could help Illuvium move in the right direction.

daring hare
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last patches already made flexing and pivoting harder this just seems like it makes the game even more braindead and bad moments simulator

edgy plinth
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Not only that the class specific augments kind of force us to go a route but for the later round it also feels bad to have class specific one that most of the time will be useless for you comp and just feel like a dead choice

I havent played TFT or other autobattlers before but this makes total sense to me and i can see why TFT didnt go this route

fair maple
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Hey! Thanks for the detailed feedback!

Right now, the Drone Augments are in an early stage. They were quick to set up, and we wanted to see how they play out before making any big changes. We’re paying close attention to how they’re affecting gameplay and are looking forward to hearing more from the community.

That being said, there are a lot more Drone Augments on the way, including the categories you mentioned. Your feedback is super valuable and will help us shape how these systems evolve.

Most of what you’re seeing now will connect with other systems coming soon.

daring hare
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To add something actually constructive: on current patch with vertical meta the game sometimes just feels insanely bad to me for a reason - there are basically only 4 units that matter in the game right now - phyri, fern, rhamphy, alphie, at least 1 and sometimes even 3 of these are core in every single team, and for the first 3 u need them at stage 3 on top of that, so what happens is that the game just becomes a shop flipping simulator because every comp needs to be commited to at some point, so without scouting sometimes you just roll like a headless chiken, miss and might as well go next.
In the patches before the vertical focus you could pivot into something else even at level 8 and you had so many pieces you could mix and match you could just make a good uncontested board at any time, now you have 2-4 actual units and useless fillers that just give the affinity.

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So when i see affinity specific drone upgrades this just tells me it's gonna be more of the same