As we all know, the basic foot soldier is the pillar of every army. However, right now, the footman feels rather lackluster.
When playing hard mode I found the footsoldiers to be more of a nuisance than actual useful troops, as I had to constantly babysit them through the battle so they don’t get themselves killed, usually by the archers.
So here’s a bunch of suggestions I thought of while messing about with my footmen, thinking about what they needed to be useful.
Disclaimer: some of these may have been suggested or talked about before
Shield vs 2-handed
Right now, the novice footman starts with an one-hand weapon, and the ability to carry a shield. As the game progresses, it is replaced by two-hand weapons.
I feel like we need the ability to choose here in a similar fashion to how the archers can choose between different arrows.
Also, shield is the wrong term here, because a shield is the knight’s tool. The footman shields should be called bucklers. Of course this also means the blacksmith should be able to craft top-tier bucklers and maces for the footmen to use.
Perhaps we could even have dual wield? shrugs who knows.
Survivability?
The dead soldier is not a very useful soldier, so we might as well do something to keep them alive? No?
How about giving them a passive effect that increases incoming heals from clerics when they are low on health?
Perhaps a 5 second buff that doubles incoming heals after dropping below 25% health.
First responder
We arrive to the point which was talked about a lot lately. The level 2 passive that makes footmen move faster.
From one viewpoint, this is the nr. one cause of footmen deaths, and so one would think we don’t need this.
From another viewpoint, this helps footmen to chase down ranged enemies, so perhaps we need this?
Now what?
- A lot of suggestions have been made, some of which include:
- removing it entirely
- ability for parties to keep formation
- temporary defense buff when first entering combat
- etc.
There’s another thread for this, so we’ll won’t go further into this here.
Special abilities
This is somewhat related to the first suggestion above about 1h/2h weapons.
What if footmen had different special strikes based on the type of weapon they carried?
Wielding mace would stun the enemy, wielding a spear/pike would snare them, wielding a sword/axe would bleed them, etc.
That’s all for now. Feel free to add your ideas below!