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Yes, this is definitely true after the rebalancing of the origins.
Added 2 hours 34 minutes ago This is the final version; I won't change anything else unless you point out any serious balance issues.
The Assassin has been buffed for the Rogue.
The Polearm weapon has been reworked.
Disarm has been moved to one-handed weapons.
The Musician has been added.
The damage of some spells has been increased, and ranks have been added to the bonuses.
The effectiveness and range of some spells have been increased.
Distortion now requires a cooldown.
The Dragon has been buffed, although I still doubt it needed it.
Also, slaves were added at the start in the previous version.
Well, personally, the essence of the Dragon path, in terms of gameplay, eludes me. Yes, it increases the chance of certain abilities triggering, but compared to other alignments that get doubled damage, various immunities, and even +30 to defense for seemingly no reason (on top of all other perks), it looks very situational. And this is without even mentioning the fact that most of the alignments mentioned above also give characters access to unique skills. There is an origin tied to it, but even that leaves much to be desired – it would be mediocre if not for the connection to the origin. However, there are alignments that are even weaker than the Dragon path and need buffs much more. For example, Primordial Fire or Igg, in my opinion, are not the most attractive options, and you also have to sacrifice extremely scarce skill points to use their bonuses. If you need a comparison, Igorrot and Brumma give you magic skills that are just as good, completely for free, and have much stronger base bonuses. Moreover, nothing prevents you from combining Igorrot with an origin that unlocks fire magic.
Added 30 minutes later Author
Polearms have been reworked.
I'm not entirely sure if it was worth increasing the cost of skills and simultaneously nerfing them (their fourth rank looks worse than those of two-handed and one-handed weapons, where the former get a stronger version of a similar effect (+40-50~ accuracy) and an additional passive, while the latter get an extra attack in contrast to... 30~ evasion?), while spears already didn't have any stat bonuses on specializations, and one of the mastery bonuses (range) hardly plays a role until you acquire a separate skill for 5 skill points.
Primordial Fire or Igg, in my personal opinion, don't seem like the most appealing options, especially considering you have to sacrifice extremely scarce Action Points to use their bonuses.
In principle, this is fine; it's an option purely for those who are really keen on playing as a Nature or Fire mage, but not Bardilar. Although, if you were to add stats to the first one, for example, and give the second one a skill for free, it probably wouldn't be any worse.Author
If you need a comparison, Igorroth and Brumma give you magic skills that are just as good, completely free of charge, and have much stronger base bonuses.
But it seemed to me that they have some of the worst passive bonuses. You're always waiting for buffs and healing, while tripled Dreghich checks not only give near-immunity but also increase attack.Author
30~
That's quite a lot. It's about a third of a warrior's Dexterity. The thing is, ancient units essentially have three layers of defense, which very quickly turn into four: anticipation, knockback, evasion. Plus, a shield for one-handed weapons, plus a second chance for anticipation for two-handed weapons, plus parrying for halberds. Two-handed weapons have a similarly weak bonus to evasion and no parrying or shield, and one-handed weapons have a bonus to stats that unlocks very late. It's just that in the ancient unit, the "main" thing is the additional skills.
30 is roughly the fifth dodge stat for a warrior, not the third.
Dwarves don't have hundreds of attacks from one-handed weapons (which also work with shields, can disarm, parry, and do other nasty things) and the same dodge with accuracy. They don't have AoE, paralysis, critical hits, or the HP of two-handed weapons (which can also take parrying). And to use their different abilities, they need to level up different stats, not like two-handed weapons. You're overestimating the pushback with anticipation – if an opponent breaks through, they've broken through, and the dwarves become practically useless. And it won't be difficult for some one-handed shield warrior to break through.
I thought they had some of the worst passive bonuses. You're always waiting for buffs and healing, and tripled Dreghich checks not only give near-immunity but also increase attack.
Well, let's start with the fact that Fire has only one passive bonus – access to fire magic, and Igg's passive only works in nature. Ignot at least gives the character bonuses to characteristics, has synergy with his own branch (healing effectiveness) and (possibly) some buffs from warrior branches (like the Knight's "Determination"). That is, you can work with him as a warrior (especially with the two-handed weapons branch) or a mage. Brumma, on the other hand, gives not only immunity to two types of damage (although not very common) and negative effects, that is, approximately half of the magical schools, a number of unpleasant abilities from warrior branches, and who knows what else. While immunity to buffs from allies usually doesn't matter.