Forum Replies Created
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.
Wardogs aren’t cute though. It’s furious meat traps.
1. One more level up for the Lone Wolf start. Some starts are barely playable because of law stats, rolls, perks like Brute and Drunkurd. Even one miss often ends the campaign. It’s almost impossible to survive till Underdog alone to get the Lone Wolf Event.
2. 2H flails are too weak – low damage, low penetration. At least it has to ignore shield wall as well due to it’s size.
I think the perk system and the game generally have to be rebalanced now with all the dlcs. Many weapons and tactical opportunities are useless.
The only reliable tactics to beat all the game’s challenges is Berserk+Killing Frenzy for everyone to maximise the damage and wait for the enemy to come.
Since unique armors sirvive the damage after battles as loot, dagger build becomes useless while being very situative and demanding itself.
Indomitable perk is OP especially in combination with Adrenalin. I think Indomitable shouldn’t exist in the perk tree at least for Expert difficulty or should be reworked somehow.
1. Routes are still not optimized. The game needs a manual step-by-step direction of movement with some pressed button (Ctrl). For lunges as well, auto lunge often chooses a disadvantageous position. Also can’t understand why swings locked to hit only in a single direction. It harms tactics very much.
2. Please balance map generation. Big market towns shouldn’t be remote, built on small hard-to-reach islands and not having roads. Also souldn’t be generated very close. It makes other regions not interesting and unnecessary to visit.
3. Please make the in-battle pop-up windows interractable if a button pressed (Alt), so we can move cursor on it’s icons and see the descriptions of injuries or other status effects.
4. Controls rebinding in the game options.
Please revise 5% minimum hitchanse at least for some situations. It’s ridiculous when an injured thug with low morale kills with double puncture a shield-brother with 3% and 5% hits. Let the minimum hit chance be lower for dagger’s puncture without mastery on shielded targets.
Nimble perk reduces the head hit chance from 25% to 5% if head gear has no fatigue penalty. Bare heads would be justified for merceneries and sergeants. Makes sense to wear hoods and other light hats instead of spending perk on “steel brow”.
Witchhunter background must not have “dastard” trait.
Bring back the old nimble mechanics for very light warriors (like that one on the Beast & Explorations menu sreen wearing a leather tunic and a hood with a sword in his hand), because they arent’t playable anymore. So it can work only against 1H weapons.
Lonewolf works only for distant bros – 3 tiles away. And they die alone in 99% cases especially with low resolve. Recover is obligatory for everyone if you want to fight more than 12 enemies. Without 2H fighters you will not be able to kill high armored enemies.
Alps become easier if you have at least 6 dogs. Unleash them all and nightmares wont be such a problem.
I like how quick hands is nerfed but it seems to much in some situations. I think there shouldn’t be a fatigue cost for just dropping things from hands, Maybe even AP cost may be 0 when you drop one weapon or a shield. It’s realistically and gives more tactical flexebility. When youre tired in a battle you can just instantly drop a shield to have more fatigue or damage bonus. Picking up from the ground still fatigues so there is no disbalance. It’s also very useful for duelists when they take shields just to get to the shooting enemy without wasting a perk on quick hands.
I’d want to change the forest terrain. I think it’s the most disbalanced terrain in the game because it eats 3 AP and in addition almost every time consists of labyrinths. You can get into an ambush where your marksmen or best warriors may be easily isolated and surrounded without any chance to survive. I think forests shoud have only some areas or tiles for the cost of 3 AP and more of 2 AP like pathways.
I entirely agree. Also I might add that the whole DLC accent on the beasts is too much concentrated making the new unique and strong ememies almost as ordinar as direwolfs. The bad thing is also the new contracts which offer hunting alps, lindwurms, shrats, hexes just like safari. This makes them less mysterious and ruins the common atmosphere of the game. Now you meet rare monsters often and near many villages and cities like raiders. I consider the right example is the way the Lindwurm DLC was created.
What if “Nimble” was not only benefiting from light armor but also from low HP? By analogy of armor’s Maximum Fatigue threshold there might be Maximum HP threshold (for example 50) granting a higher bonus to damage reduction. Thus such baackgrounds as Ratcatchers, Swordmasters, Flagellants wouldn’t need to invest many points in health to survive or spending a perk on “Colossus”. Being lean and light with 1H weapons they are faster and harder to hit directly.
For all that the hardest task is surviving until “Nimble”.
Rebalancing of “Footwork”.
To make it’s fatigue cost (and AP?) dependent on how heavy armor is worn and what terrain is under feet, so a lighter warrior makes it easier to move and attack while a heavy knight isn’t so agile.