Conquest of Elysium 5

Conquest of Elysium 5

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Taking ideas for faction updates/overhauls
Woo! New forum category!

TL;DR: Tell me what you want out of a class overhaul/update for the classes currently in-game.

Now that that's out of my system... While I already have quite a few ideas for bringing various classes which are currently falling behind in terms of thematic content and overall effectiveness (looking at you, cultist), I figure it'd be wise to poke around for ideas and requests for faction features, units, and the like.

Update 9/25:
All classes are currently finished. I am simply waiting on one last sprite set for the scourge lord.
Last edited by Commisar Jon Fuklaw; 25 Sep, 2021 @ 3:51am
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Showing 1-15 of 19 comments
Gandalf 24 Aug, 2021 @ 5:44am 
The Warlock is fine, but those troops of his are too out of place. In fact, they look like placeholders, but, since this is Conquest of Elysium 5, there should be thematic ones, right?
Arvay6 24 Aug, 2021 @ 3:01pm 
I made my own modifications to the kobolds and made their lesser leaders have 5hp and prophets 10hp. Also all kobold leaders have a 5% chance to have a random item because they like shiny things. Additionally, since black kobolds are more rare I gave them the 1/4 evasion chance and made them fast in combat. Makes the kobolds a bit more interesting, I also gave their shamans and prophets some elemental summons the warlocks have and the summon elemental champions though of course they can only use T2 spells so no king/queen of elements summons etc. Giving classes the ability to travel to other planes of existence more frequently would be pretty cool though and I like your dwarf changes and the druid ones too so far.
Arvay6 24 Aug, 2021 @ 3:13pm 
I generally just made sure the hoburgers had around 8hp for commanders, kobolds 5 for normal leaders and 10 for elites, humans in general as commanders have 10hp including casters higher tier than apprentice/cultist, etc. Commanders in this game really should have at least some hp so they don't die near instantly in combat like fodder imo.
Arvay6 24 Aug, 2021 @ 3:22pm 
Oh yeah that's a good idea, my main thing with upping the kobold leaders hp is that they don't get over T2 magic anyway so considering it costs so many gems and such to make them higher tier they might as well get something out of it.
Arvay6 24 Aug, 2021 @ 4:54pm 
Oh this reminds me actually, how does the mastery evolving units work exactly? I looked at the manual and still don't quite understand it
Arvay6 24 Aug, 2021 @ 5:12pm 
Thank you, I appreciate the explanation and your help.
Danwar 1 25 Aug, 2021 @ 6:01pm 
For Senator in particular, I have a few ideas; the first one is for their early game, dealing with the difficulties they have in conquering and holding settlements. As is, what with their early Iron production tied down with producing more legionaries, they have a harder time building the siege engines required to break down fortifications in walled settlements. Given IRL Rome's immense engineering ability, that simply will not do. Either merc Archer recruitment should be much more consistent or they should get slingers or a custom archer unit as part of their standard lineup to shoot over at the walls. In addition, I would suggest Centurions get a ritual (only usable with at least 25 or so men in their army) that allows them to spend a chunk of money to build a Ballista, given Rome's tendency to erect immense structures and siege equipment on a whim.

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).
Last edited by Danwar; 25 Aug, 2021 @ 6:12pm
Danwar 1 26 Aug, 2021 @ 3:52am 
Also, allow Dark Emperor specifically to allow usage of the Fallen Capitolum as a Citadel as well. It's pretty annoying to finally burn out the last of Manius's men or Ballista the last of those Horror Olms and finally declare yourself the rightful Emperor... before having to walk back out as soon as you want to train Praetorians for him. I imagine at least the Imperials would have the know how to use the old, ruined fortifications of the Capitolum to their fullest extent.
Last edited by Danwar; 26 Aug, 2021 @ 3:55am
Astartes 4 26 Aug, 2021 @ 7:47am 
Really looking forward to senator/barbarian :D

No particular ideas for them, but really enjoy your mods :)
Last edited by Astartes; 26 Aug, 2021 @ 7:47am
Okay, Senator and Barbarian are done until I either decide to straight up bring in some Germanic style troops for Barbarian or expand upon the T4 rituals.
Astartes 4 27 Aug, 2021 @ 4:38pm 
The one I was super excited about :D Look forward to giving either senator/barbarian ago. :D Will have to decide lol. In games, generally barbarians are actually my favorite race (or class) so probably them. In warlords battlecry loved the barbarians, and most games they are fun.
WGDragoon 28 Aug, 2021 @ 8:15am 
When it comes to class overhauls the big things I want to see is better extra planar access/motivation for classes for whom it would make sense, detouring into other planes is still almost never worth it. More stuff involving the crafting of magic items is something else I would like to see, like expensive rituals to craft specific items in particular. But I do have some Ideas for specific classes.

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.
Last edited by WGDragoon; 28 Aug, 2021 @ 8:17am
Primagen 28 Aug, 2021 @ 3:11pm 
I think the Druid class needs help big time. Just not fun to play, only unit worth mentioning is the Beholder... Not sure why Beholder should be stronger then Primal gods... Purely from a theme perspective they need help. Maybe swap Ents for Tree Lords for the Primal summons etc...
Astartes 4 31 Aug, 2021 @ 12:29pm 
This is taken from discord (wringren) and its his opinion, though seemed pretty much agreed with. I take it this is for multiplayer more than singleplayer, but maybe its something to keep in mind for your class changes as far as balancing goes. Unless you are in the COE discord and saw it already lol

"
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
"
Astartes 4 31 Aug, 2021 @ 12:37pm 
no problem, as far as mods go, I figured as much. But wanted to put up the info anyway since partly you briefly talked about how strong/weak classes may or may not be in the OP. And while the lists they come up with are for MP, it still works roughly to singleplayer too (well, at least in most games how good a class is in MP tends to be a good sign of how good (or bad) it is in singleplayer)
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