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varowParticipant
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.
varowParticipantI’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.
varowParticipantI 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.
varowParticipantWhat 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”.varowParticipantRebalancing 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.varowParticipantDeserter with craven trait is good.
I’d want Swordmaster to be more skilled with swords. Maybe autoriposte when “Duelist” and “Sword Mastery” picked together or 3 AP cost for a sword slash. Current ripost is only usefull vs werewolfs and ghouls, other enemies prefer to raise shileds up or attack other brothers, so it works alike shieldwall.varowParticipantGood ideas, nimble definitely needs more depth and synergy with some perks, resembling how it was before when “Strong” gave more sense to build a nimble warrior, so it wasnt a common choice.
varowParticipantMake nimble penalty for 2H weapons with the exception of perk “Strong”. More logic and build calculations.
varowParticipantI would make “Berserk” and “Killing frenzy” perks having no effect on range weapons. At least “Berzerk” is a pure melee condition like a “Brute” trait. And bows are extremely op with these perks.
And I still think that “Recover” must be a basic skill to use. Many players avoid picking it and in late game cant fight goblins and hordes of zombies. Shamans spam roots and zombies ressurect. Not to mention battles in swamps and snow. So it is the only obligatory perk.
Also the game mecanics doesn’t allow to choose paths with the most advantageous hexes and courses to move. The tactical side of the game suffers from it.
varowParticipantWhat’s about the assassin?
While killers and jesters have higher crit chances, the professional killer has just usual 25% for the cost of 6000. And if we take him for an 11 level bastard, he is only level 6.varowParticipantDo you still balance the game? Since swordmasters are very hard to build and survive and still are useless, their abilities need to be enhanced. The AI swordmasters have around 70 of pure m defence which is impossible to achive so the game must be rebalanced.
Ideas:
1) Ripost fatigue cost must be reduced at least to 15 since every hit and miss builds fatigue and takes away the dodge bonus defence too fast.
2) Ripost must give some additional m defence (10-15%) in combination with the duelist and sword spec perks.
3) Sword spec + duelist gives autoripost and -50% fatigue level on activation for the end of the game.varowParticipantWhat if mercenaries like hedge knight, raider, sword master already had high level perks? For example if you hire a sword master, he has perks duelist and nimble. If it’s hedge knight, he has battle forged, brawny and reach advantage, They are described as powerful experienced warrioirs but when you hire them it’s not possible to use them effectively enough for a long time.
varowParticipantSince nimble is an absolutely worthless perk in the current game version, is there any chance for some buffs? At least I see it like nimble additionally lowers the chance to get a critical hit to 5% independently of enemy weapon bonuses. It gives a nimbler one free perk insted of Steel Brow without which nimblers live till the first headshot/hit. And of course this bonus works only if you dont exceed some fatigue penalty of your armor.
varowParticipantSo there’s no opportunity to create a mini mod or just fix some files?
varowParticipantIt’s very bad that the game is heavy armor oriented only. If battle brothers are supposed to die there should be at least opportunity to hire equal ones not for cosmic prices. Leveling up brothers takes too much time but the difficulty keeps increasing.
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