Topic: Suggestions Forum


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  • #27034

    Good day. (Google Translator) In my opinion, the Battle Forged perk in the early and mid game cannot compete with the Nimble perk due to its linearity in gaining advantage. In current realities, the player practically does not face the question of which of these two perks to take, since the Nimble immediately gives a lot of advantages, while under the BF it is necessary to raise a worthy fighter who could put on heavy armor and at the same time fight, so also this perk really unfolds far in the late game. I propose to make the absorption of BF more curvilinear, in the same way as you did with Anticipation: give this perk an initial 8% damage absorption, independent of armor, and in addition to it, add 4% percent to the absorption from the sum of the current armor and helmet. This will allow us to compete with the Trickster perk, because with 100/100 armor, instead of 10% absorption, we get 16%, which is a lot, while with 400/400 armor we have the same 40%.


    BTW, have you guys though about adding some unique skills to certain backgrounds? For example, said nomads like to spam sand in your face during battles, so why when you recruit a guy with nomad background you can’t do the same? Kinda unfair.


    One of the main problem of Two-handed flails – is too much damage spread, espesially for top tier ones.
    I suggest increasing the minimum damage of the best two-handed flail to 50-55. Then it will be more stable and usable. I also propose to change the rather strange and random mechanics of the stun at the two-handed flail to 100% Daze when hitting the head, it will be more stable and will work even for those who are immune to stun.

    "Death is a part of mercenaries job."


    After a number of battles using up to 7 cannons in a squad and battles against the southern armies, I got some thoughts.
    The cannons are too powerful, especially in large numbers, even without special perks such as overvhelm or fearsome. I suggest removing the distant side hexes in the AoE attack so that the shot is at a maximum of 4 targets, not 6, in the current version the spread looks rather strange and strong. Or remove all side hexes in the AoE attack, but increase the AoE range by 1 hex.
    In the Holy War, the northern factions are not at all adapted to the war against the southern ones, because they have light-medium armor, they do not always have helmets and quite little health, while a character with a halo is only a sergeant. At the same time, the southern armies are just ideal for destroying such opponents, and they themselves are more difficult to kill, since they have not much worse armor than the northerners, they always have at least something on their heads and the extremely powerful Nimble perk. The southerners have a very large number of weapons that work well against a large number of people, while the northerners have the most similar thing only the Zweikhanders, who die pretty quickly. It is also extremely strange that the AI ​​loves to shoot unbreakable Mortars.
    I also propose to slightly increase the armor damage of Mortars, but also slightly reduce the health damage. In the current state, Mortars simply distribute debuffs against heavy opponents, and destroy characters with the Nimble perk, which the rest of the Southerners’ weapons can easily break through. It is also not very logical that mortars always hit the same place, if there are several of them.

    "Death is a part of mercenaries job."


    Please add 1 more drop of sweat for indebted whipped for 2 rounds. One large drop and second smaller or something like that to avoid checking it every time in the inventory. Or at least add indication of duration in the pop-up window near the “Whipped” status when pointing a cursor at brothers.
    Would be good also to add iron collars with chains to every indebded on the battlefield to distinguish them straight away.


    I apologize in advance for my English

    the New DLS is just amazing! You did a great job. Please tell us, are you planning the next DLS?

    I have a suggestion about this. Moders added a bunch of monsters and new opponents to the game. But there are things they can’t do. Add dwarves and/or elves to the game. Of course, they will not be “typical” dwarves and elves from the Lord of the rings.

    Make them according to the low fantasy world. Show your own vision. It will be very interesting. Just think about what story and game horizons this will open up…

    From the point of view of the plot and situations, we get complex characters who seem to be not evil, but they no longer have a place in this world.

    From the point of view of the game, it is possible to make a new type of challenge. For example, a combination of elves and dwarves. the dwarves were holding a wall of spears. and the elves would stand behind and shoot a hail of arrows from powerful long-range bows using the skill of adoption to mow down all living things. or something like that. maybe it will be a pair of weapons for Berserkers / blade dancers(two axes, two swords).

    Thanks for your attention! how do you like the idea?)


    I never really post on forums but I wanted to suggest I think it’d be really interesting if there was an added end game crisis involving Davkul, and if you’re the cultists you’ll actually support the crisis, and any other playthrough would be to stop the cultists and any possible horrors that could come.
    Love the game


    -Retirement is just plain unfinished

    -Karma system is unfinished

    -Still feels like the interaction with the world around you feels dead. Helping out a settlement etc. should grow that settlement significantly, slowly improving that settlement (especially for villages that have NOTHING going for them, and eventually having resources to build a tavern for example would be neat because of how much your merc company benefitted the economy)

    -No medium armor build

    -Game is too dependent on save scumming

    -Needs more events

    -Needs faster combat speed

    -Alot of the problems rely on mods to have the game bandaided

    -People getting epilepsy/eye strain from the faster mod and the camera STILL focusing on enemy AI movement, making the camera bouncing around. Has been mentioned alot of times but devs just ignore this.

    -Individual character progression, some sort of prestige benefit -The entire ‘level capping’ system needs to be overhauled. Any character should be somewhat viable, albeit they need a shitton more time to improve in a skill. People just spam tryout mod to find a good unit with correct stars.

    -adding to the above suggestion; Characters automatically improve stats when they vigorously have to use that stat in battle, just like in Skyrim, but this goes slower the higher the stat becomes and faster the lower a stat is. Just came out of a battle where you swinged your sword alot and came out of it alive? +1 melee att. Succesfully dodged and parried alot of orc hits and still survive? +1 mdef. Lonewolf came out a goblin camp like a hedgehog but dodged 100 arrows? +1 Rdef. Frontliner received multiple injuries and barely survived? +1hp. etc. etc.

    -Developers are doing this thing called; ‘Artificial difficulty’ making the game more difficult, but the changes not being for the better of the game or fixing the core issues of the game as to why there are only so few builds viable, and nerfing anything the playerbase finds to be efficient. This is NOT good at all.


    Can’t agree more with ‘Artificial difficulty’. It’s the main thorn in the games’s side.

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