Commander Science Dilemma
Posted: 06 Sep 2019, 10:14
Good morning all,
I'm writing about the Commander science because having spoken to many about the topic it just seems a bit of sink.
Beyond level 1, the science does not allow any increase to actual number of heroes, just that you could hire addition Commander heroes within the number you already have.
Some have mentioned that is was unclear that the science does not actually give you another hero to command beyond the first level and since it shares the same language as the Master Explorer set of "+1 but no more than 7" they were led to believe it could allow them to control up to 7 heroes, instead of the actual 6 that the science brings them to. At levels 2 and 3 it will only allow more commander types, not more heroes.
The black gem investment is heavy for yielding a seemingly trivial benefit. I don't know anyone who would want THREE commanders except for smaller players, but ironically they are the ones furthest from this type of hero.
Why is the Commander hero locked behind such a science and what is the incentive to get so many of them that they are restricted behind these kinds of long research?
Specifically, a player will need to remove an experienced hero they already own to make room for the next commander from tier 2 or somehow buy the Master Explorer set. I don't know what a player would do to get a third commander in their ranks as any further dismissing would probably not be in the player's best interest as the old heroes are still powerful and diminishing returns of a third commander are apparent.
It is not a complaint about the Commander hero himself, but the way in which this science is setup is awkward and unclear to many.
I'm writing about the Commander science because having spoken to many about the topic it just seems a bit of sink.
Beyond level 1, the science does not allow any increase to actual number of heroes, just that you could hire addition Commander heroes within the number you already have.
Some have mentioned that is was unclear that the science does not actually give you another hero to command beyond the first level and since it shares the same language as the Master Explorer set of "+1 but no more than 7" they were led to believe it could allow them to control up to 7 heroes, instead of the actual 6 that the science brings them to. At levels 2 and 3 it will only allow more commander types, not more heroes.
The black gem investment is heavy for yielding a seemingly trivial benefit. I don't know anyone who would want THREE commanders except for smaller players, but ironically they are the ones furthest from this type of hero.
Why is the Commander hero locked behind such a science and what is the incentive to get so many of them that they are restricted behind these kinds of long research?
Specifically, a player will need to remove an experienced hero they already own to make room for the next commander from tier 2 or somehow buy the Master Explorer set. I don't know what a player would do to get a third commander in their ranks as any further dismissing would probably not be in the player's best interest as the old heroes are still powerful and diminishing returns of a third commander are apparent.
It is not a complaint about the Commander hero himself, but the way in which this science is setup is awkward and unclear to many.