Joriom wrote:It can drive you crazy on Attrition and in 1v1q when you boost your 8 to attack opponents 8 and after you get draw in a first roll you're being totally crushed in reroll.
What i suggest is not only choosing best of two rolls in case of defeat but also reroll when you win. In both cases the better one would be chosen so you can end up winning twice, but second time totally crushing enemy. That would be very helpful.
I agree with that.
In such modes (Attrition and in 1v1q) boosts are less powerfull than in HC mode and also behave weird.
imagine we have a boost defense and 8 units
Foe attacks it from two other regions 4 and 7 units.
In HC mode that is quite challenging
In attrition mode , it is ok and foeattacks confidently , let say with 4 first and then with 7.
8 vs 4 -> 5 (def wins) ... 5 vs 7 -> defense bonus -> result
In attrition mode the effect of the bonus is quite little. It can be useful but thats rare if you compare to HC mode.
5 vs 7 -> 1st roll : 1 (att wins but reroll)
---------> 2nd roll : 5 (att wins with a better result "thanks" to the defense bonus)
Such case is not rare.
In that case, not only def bonus are basicaly useless (that is the concept of attrition), but also it is ridiculous. When it is expected to give a bonus to defense it cancels a roll that was a good one (very satifying in attrition mode). It is just an appearance because you know that the second roll is the one that matters. But showing that process makes it eventualy irritating or frustating, but certainly ridiculous.
It is fine with not making the bonuses too much powerfull. But fix the "so called bonus that makes things worse" for the player using it. If the solution needs it, you may make the bonus a bit stronger without overpowering them.