The Problem with Blocking Attacks

Gurjaras already had a unit that blocks incoming projectiles, and now there’s another unit that blocks the first melee attack in a similar way.

The problem with this approach is that it’s neither realistic nor practical in terms of gameplay, because it forces you to micro-manage weaker attacks first in order to work around the mechanic.

Having a unit with a 10%, 25%, or whatever percentage chance to dodge incoming projectiles or melee damage would be far more practical, realistic, and interesting.

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% chance is luck based and if you fail the crucial dice roll you lose

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So exactly like accuracy.

I do like the idea of a chance based defence for a new unique unit. But it could make fighting against the unit feel very annoying.

It’s random so it will be unpredictable, though mostly at small scale (on a large scale it will default to the average)

This is something discussed in competitive pokemon circles. Why they ban moves which increase evasion but not moves with lower accuracy is because when you are evasive you take away CHOICE from the enemy. If the enemy chooses to use Arambai or gunpowder archers they made a deliberate choice to do so knowing the risk

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I can understand they prefer this kind of new mechanics rather than giving them high melee or pierce armor. But the current one is counterintuitive.

Shrivamsha Rider’s ability even punishes faster but stronger projectiles if they are fired along with slower projectiles. However, the common sense tells the other way around, but this kind of complication is not needed.

You dont actually care though. You just get beat as Turks and want to blame everyone but yourself for not improving

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He reminds me of a certain cyclops in Age of Mythology.

This is the actual definition of dodging. They could have chosen not to introduce such units if they weren’t keen on implementing the actual dodging.