Doctrine Overhaul Designer Response

12 May 2026

Attention Commanders

What good is a feedback survey if we do not follow up on our actions? Since we started the Doctrine overhaul in October 2025 with the Air Superiority Fighter, we have overhauled 10 units out of the planned 38.

Generally, players are excited to see ship and submarine dynamics shaken up by these changes. Very few players consider the changes bad, though a notable group finds them too bland. Some also expressed worry that certain doctrines would appear stronger than others. We will try to strike a balance to make these flavor changes more appealing without alienating the majority who find them acceptable.

Change to doctrine overhaul plan

Cruiser: Feedback indicated that the Western Cruiser is too strong because its HP buff acts as a buff in every aspect, combined with cheap upkeep. We moved the HP buff to the Eastern Cruiser, replacing the Submarine attack buff. Additionally, Europeans receive a greater mobilization cost reduction.

Heavy Bomber: Feedback indicated that the western heavy bomber is too weak, despite our intent for it to be the best heavy bomber. Additional speed is insufficient if it cannot withstand damage, and we agree with your assessment.

“Unique perks are more interesting than plain stat boosts”

Player feedback clearly favors unique and quirky perks over simple damage boosts. We will strive to incorporate more of these features into future content. Notable examples from existing and upcoming perks include reduced terrain penalties, earlier airlift, scouting, and extended range.

It is worth noting that we must evaluate these on a case-by-case basis. While skilled players prefer interesting perks, the casual player base is more sensitive to "plain" strength.

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“Armored forces need a significant buff”

Making melee units competitive is one of the most difficult challenges we have faced for years. The core issue is that while melee often prevails in many games, it becomes increasingly ineffective in matches where players are highly skilled and active.

It is difficult to make melee viable for expert players without making it overpowered for the general public (such as a Main Battle Tank with 70 HP and 2.5 speed). In the past, we reduced the cost of armored forces. Based on your feedback, we are now considering a new round of "economic boosts."

Long term, we are preliminarily discussing a shift in mechanics: instead of dealing pure damage, support and air units could deal moderate damage while applying debuffs to enemies. These debuffs would primarily benefit melee units to avoid reinforcing current meta. We expect to revisit this topic with you in the future.

“It’s hard to find information; it should be in the unit’s description”

With such rapid changes to Doctrines, players often don’t notice what has changed. We will add Doctrine benefits directly into the unit descriptions to make this information easier to find.

“We don’t have enough resources to afford a toy”

Players often report that, to win, they feel forced into resource‑intensive meta strategies, leaving little room to experiment with less-optimized units. One common strategy is to avoid upgrading Arms Industries and instead invest everything into the army to try to snowball the match.

Recently, we increased the Return on Investment granted by the Arms Industry through a rebalance of cost/time. We are always balancing “by the spoon”, but you can expect similar changes going forward.

Going forward

Here’s a sneak peek into the future: Doctrine overhaul continuation, and you can expect further adjustments to economy‑related buildings.

Yours, The WW3 Game Design Team.

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