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.