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The second one is for the late game, if and when they get their God Emperor. In particular, they should get a new unit (thematic to the type of God Emperor they are): the Sacerdos Imperialis/Sceleratus, a priest of the Imperial Cult which has 1 level in each of their respective God's paths (Storm and Solar for Imperialis, Dark Magic and Unlife for Sceleratus) and can build Imperial/Underworld Statues. These can then (preferably only after reaching a certain experience level as you'll probably already have a lot of money at this point) be upgraded into a Flamen Imperialis/Sceleratus, which then gain a level in each of those paths but also become more resilient to their God's energies (50 fire and shock res on the Imperialis, and Hades immunity for Sceleratus) as well as gaining a ritual to convert priests of other faiths owned by the Senator (primarily Serpent Priests and Heliodromii) into another Sacerdos, to allow you to further build up the Imperial Cult.
Furthermore, I have a third idea related to the second; Especially a standard God-Emperor would, having been ambitious enough to climb up to Godhood already, find himself discontent in the fact that other deities still challenge him for control of Elysium. As such, it would make a good deal of sense for someone with so much almost justified arrogance and very real celestial power to want to climb up to the Celestial Plane with an army, just as the GEotUW can descend to Hades and challenge Orcus for control of the Underworld. Therefore, I believe you should give the God-Emperor the ability to travel to the Celestial Plane and battle El (maybe even gaining recruitable saintly/angelic legionaries from citadels there to assist him).
No particular ideas for them, but really enjoy your mods :)
Demonologist: Has excellent access to inferno but no serious reason to ever go there. Some big ritual to turn the Demonologist into a demon lord that you can only be cast in an inferno citadel would be much appreciated. A inferno only ritual to craft/gather a Vial of Demons Blood could also help.
Necromancer: Much like the Demonologist has great access to Hades but little reason to waste much time there. Some Hades only rituals would be great, and an expensive Hades only ritual to reliably craft a path boosting item would be cool.
Burgmeister: Is the most technologically advanced faction in the game even if we see little of that, if any class should be pike and shot it should really be the Hoburgs. The Horologist already has a Coil Gun himself, he just needs some mechanism by which to arm others similarly. Hoburg manufacturies are mentioned in the lore so a ritual to create a factory that freespawns Clockwork Constructs would also be fitting. The Horticulturist could also get a druid like ritual to freespawn animals in ancient forests.
Markgraf: Is currently just discount Necromancer with some Gothic Horror themes. The best way to expand the class in my opinion is to lean into the Gothic atmosphere, Markgraf should be THE vampire class. A T1 Beast Master that can gatherer/spend herbs to summon bats and wolves to follow around your vampires would be nice. Werewolves already show up at old castles but Markgraf could get freespawn werewolves at old castles like the Troll King gets free forest trolls. Upgrading farms into hamlets to then feed to your vampires is something that fits the class and would mirror what the Burgmeister does nicely. A ritual to turn a castle into an old castle would also be super helpful since they are so core to the class.
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wingren013 — Today at 12:42 AM
imo:
tier 1 classes:
Necro: extremely reliable early game. Massive amounts of free chaff. Decent early summons. Immortal casters.
Baron: Very strong early game. Has good synergy with the summoning classes in team games
Witch: Extremely reliable resource generation. Poison is a very strong killing mechanic that synergizes well with your summons, who are all immune or have have ways to ignore it. Charm is incredibly potent and gives access to an amazing late game. Access to immortal casters. Has a spell which gives freespawn and one of the few ways to attack enemy armies on the strat map.
tier 2:
Troll King: can feed a stronger ally in a team game. Can do semi-interesting stuff later with a resource that comes from sites most classes don't care about.
Priest King: loads of free chaff, very good summons, higher chance for commander offers, has its bless mechanic that makes its chaff upgrade as the game goes on.
High Priestess: very snowbally. can destroy enemy resource sites and turn them into a bigger army. Suffers a little bit in the endgame and is reliant on things which don't come with a lot of inbuilt resistances.
Cloud Lord: Has access to the best parts of the warlock. Has a very good early game due to their massive mobility advantage. Gets access to gem transmutation. Starting citadel is easy to defend. Mist Warriors are amazing. Early troops are weak and it means you need to be very careful. Heavily reliance on shock damage can be a vulnerability against the right enemies.
tier 3:
Bakemono: Mercenary Dai Baks are pretty nice. Summons are good if sometimes inconsistent. Has access to a big variety of magic and damage types. Normal Bakemono are good chaff. Doesn't have as powerful stuff as the other sac classes and sometimes struggles because of it.
Demonologist: knocked down a bit from COE4 days due to Hellhound nerf. It can still spam some very powerful stuff, and some of its summons start geared.
Tier 4:
Warlock: Elementals hard counter a lot of stuff. Mist Warriors (and to a lesser extent Smoke Warriors) are very good and very cheap. Elemental royalty gives you decent freespawn. Reliant on mines and has a roulette for how good its early game will be.
Enchanter: Substantially better in COE5. They have a decent frontline and can spam level 2 mages for cheap. Golems are hit or miss.
Tier 5:
High Cultist: The were heavily nerfed in COE5. They are reliant on the stars being right in order to make efficient use of sacs, which can sometimes be a hindrance.
Tier 6:
Illusionist: like Enchanter they were buffed. Unlike Enchanter, they still struggle with a lot of their old issues. Illusionist will always feel a powerlevel behind their opponent. With their endgame being as good as other people's midgame. Unlike Baron or Senator, they don't have a strong early game to compensate.
Dryad: She makes freespawn. The freespawn is okayish. The redeeming feature of this class is the large number of commanders you get which lets you be an annoying raider.
Barbarian: Strong early army. Can invade hades easily. Has nothing truly spectacular and struggles to be as powerful in the lategame as the summoner classes while not having as strong an early or midgame as the Baron.
Senator: Similar to the Barb. It's just worse at the human army stuff than Baron. It has huge issues taking towns because of the all melee army.
Trash Tier:
Burgmeister, Markgraf, Voice of El, Scourge Lord, Druid, Dwarves
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