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Sky
ParticipantEvery friday at 5 o’clock a new episode of the famous action drama “Key maffia” only on steam!
Sad… But true.
Sky
ParticipantThere will be an ironman mode.
Autohoming it is discussed at this moment over the forums. Belive it will be implemented later on.
There will be some sort of starting costumization but still in the dark how and what kind.Sky
ParticipantWell, if you look to find an example of how the legendary items will work, the full supporter pack has a legendary helmet. I’m sure someone can post a picture of it with the description. It has a lore text, and the actual effect. The most strenght of this helm comes from the high durability for no fatigue cost. The special effect is to see in the dark. And ofc the unique look. I belive the other legendary items will be in the similar direction, with better stats and a low-fi effect.
Yes, was refering to aztec obsidian sharded weaponry.
Sky
ParticipantI’m for more stat based skills but not in a salat way. To bind contradictory stats in one equasion is wrong. The core idea is good, but how about this…
Do not think this is the correct way of nerfing the skill. I do understand why you chose this approach but I feel like it is not represented in the game any way, your character does not change position when successfully evading an attack, he does not wander around the 6 hex radius, he does not use it at all. To be fair while it is much aeasier to evade away you still can evade in confined space to a degree, humans are not trees and can move their parts independently. Usually that is.
Your surrounded factor comes from the character not being able to evade in that direction while it sould be more like it is harder to constantly focus on more than one target and harder to evade attacks from more sources. Instead of counting the occupied hexes it should be simply decreased from amount of surrounding enemies. Should not be cancelled out at all but reduced perhaps down to 20% maximum where every enemy after the first comes with a reduction. This way it will result in, as you wanted, a more cautious play with the dancer removing almost all benefits surrounded. Making it more like a duelist skill. And it will not render the skill less attractive or this nerf overpowered with ranged enemies or events. It will remain the same usability wise from now on to the release.
Same goes for the defense penalty reduction via the characters attack skill. While in theory it is good, in game this should not transfer. These are absolutely different skills that have their own purpose and have nothing in common. A characters defense should not be effected by his attack at all, it will open up too many possibilities of exploatation otherwise. And render these stats less valid in the end. It would also open up a door when the same arguments could be used to any skill weapon or stat binding other non connected stats to them.
How come I end up as bad guy here?
Not anymore.
Sky
ParticipantHere are some thought on these topics from my gameplay point of view.
About the classes or the weapon type bearers. Archers as such are not underpowered imo, they are extremely good if they have bows. The xbows are in my play more of a secoundary weapons for my fighters just like javelins. While javelins are nice agains low armor no shield enemies, the xbow is the one range atack that any of my men can do before the enemy or they close in. It is possible since most on my men have the quick hands and the ones that don’t have still need only 6 ap to shot and swap they are mostly 1 weaponers be that a 2h or a single 1h. The said xbow deals massive damage if it hits. It usually annihilates the enemy armor/helm making everything quite easier. Only few enemies have high enough armor to ignore the shot out, like orc warriors or fallen heroes, leaders. Making it more armor damaging would be a big issue rendering even those absolutely useless. When an enemy reaches you without an armor even the weakest can 2 shot them. The archers with bows are a tactical unit that usually moves around quite a lot especially early in the game in my plays. Changing position for clear shots, high grounds or covering a unit in need. As for now I can say that 2 archers feels very few, 3 are mostly good but 4 are sometimes too much. I tend to go for 4 early game but if or better when I lose one it is not a problem. The main difference is that the bow can shot 2 times a turn (without focus) and does not need a reload while the xbow needs one, and no the argument that you can have more xbows and shot up to 2 in a single turn does not matter in most battles you can keep up only the first 2 turns with the bow. The damage is clearly different imo and the armor penetration aswell. And I do agree that there have to be more firearms especially early game ones. There are only 2bows 1xbow 1javelin.
Pikemen
You refer to the 2 hex reach weapons. There are 2 type of these, the pike/pitchfork and the billhook. The first ones are to hold the enemy back, push away and deal damage from a longer distance while the hook ones are to get the enemy closer tear them from their formation or advantageus position. As any of the enemy place changing abilities these are more tactical than damage dealing ones, to push an enemy back from surrounding one of yours, to pull them closer from a highground or push from the hill so they not only lose the position but also health and have a long run. Best use on uneven terrain. For the damaging abilities of these weapons as you mentioned the spearwall it is not a good one since the spears stops the enemy from closing in. But these are the perfect line weapons while the front row shields up you can freely attack from the back row without needing armor or any defense and deal massive amount of damage if you hit, especially with the billhook. Started with having 1 of these now playing with 2-3 and one of them is always a billhook while an other is a more heavy armored support one who can save a frontliner with rotation if needed.2h
They are the hardest one to breed. Unfortunately at this moment I found that the only usable 2h weapon is the sword sometimes the orc chain. The sword can attack in a line just as 3 around and usually you can easily setup so that they don’t hit your own. Nothing is more facepalm when you behead your own guys with a careless swing. If you do a line tactic then just place them at the end of the line, they will attract enemies around and can do good use of those swords. But they need skills like berserk, armor, and lots of fatigue to be extremely effective on their own. It is very satisfying in a rush attack to exterminate the filth with those big swords. Tend to have 1-3 of these.Rogues
Well, half of your concept of the rogue is the weapon, and the ther one is focus. Focus can be used with any weapons, it is deadly even on an archer with no atk skill and just a blunt weapon. Imo you should look for ways to improve the way of the rogue to be more unique and not depending on just one skill. You can try the swordmaster lone wolf build with the dagger I belive it will be much more usable. I’d even go further and would go mainly in the support tree for the footwork, weaponmaster, battleflow, fearsome. While getting dodge and nimble from defense. Since you have no armor to worry about you don’t realy need the attack tree skills, maybe the tier one for tohit only.Weapons / Armors
You are only half right. There sure is no reason not to go heavy armor while maintaining a good fatigue. And you realy should do that. Except if you going more special builds that do not need that or that is a disadvantage in their situation. There are more other builds that are viable. Some examples: swordmaster build(no shield dodge nimble), the light assault builds(high mobility units to go for archers necromancers), or the glasscannon pike/billhook builds(just pure damage no defense). You can make anything for any tactical situation. There is no builds as in some mmo but rather a general direction ones, you can achive similar results with different ways.Perks
Yep these are cornerstones of the characters and usually you can find more topics discussing them all the time. You can read more about these skills from other player perspectives in the discussion part of the forums. The topics you are looking for are “Offense tree, Defense tree, Utility tree” there you will find many points of view and feel free to add any thoughts and leave any comments there so it will be more centralized.Misc
Forest battles. My personal problem is that independent of you attacking or defending you aways start in a chaotic position. But as of lately it seems the devs did change the spawn radius of your troops or i was just lucky and had no strange solo spawn away from team. Mostly it is ok now. The trees and bushes are a layer of difficulity for you, since you don’t see all the enemy and can’t realy use ranged units. At least not soo freely. Besides it hinders not only visual range but the movement and placement. I find the forest a good diversity. But I agree the trees sometimes can be annoying.There will be some customizations added in later. The devs already confirmed that.]
Medical supplies. I belive they will be much more useful when the “reserve” will be implemented (when you have an active 12 man group and some amount in the reserve) as for now it has almost no use and I’m sure it will be balanced.
The traits and stats of the hirelings. Imo that is absolutely something this game does not need at all. But there might be some changes to it aswell. Too early to say.
For the closing, if you are interested in what other players think or came up with I’d strongly suggest checking the discussion forums there are a lot of interesting ideas around both for gameplay and about the game itself.
Sky
ParticipantThe problem with the obsidian shards was that while it was extremely sharp, it chiped away at a fast speed. Obsidian blunt weapons were the more common ones. Not anywhere near the medieval times anyway.
While in the dark ages there were spiked gauntlets just as other armor pieces they were never made to be a weapon by themselves. Just an additional damage inflicting surface. All of them were individual modifications and it was never wide spread. In the game a gauntlet could be a weapon by itself. A 2h weapon since it would take up both hands. Same type could be a claw or a bladed one. It is questionable to fit in or even be useful, but again it only depends on how far the devs gonna go with it. With a will you can make even a gauntlet an unique type weapon.
Sky
ParticipantSpecial weaponmade gauntlets are more a fantasy element than a medieval weapon of choise as far as I know. Still it would be a unique variety type, be it spiked or as in assasin creed bladed ones. There is a brawler background, and this background is unusable at the moment.
Chakrams and whips. While the first is an exotic weapon type used by hmm Xena? the latter was more used in gladiator fights than actual combat. It needs much free space and limited usability. But again they might work.
The swords you mentioned seem to be more like a legendary fantasy types.
My main concern is that the female characters should have lowered upkeep. There is no equality now, and was even less then. (Joke)
Sky
ParticipantNot realy, in late game it is just a fun rush “who kills the most” in my games. Even in midgames half of the time. When you kill the undead with 1-2 hits and do not encumber your sellswords be that lighter armor or skills, there is not much of a threat most of the times. On the other hand the risen fellas are a one hit punchbags. Unless it is a fellow brother. So there might not even be much need to behead on purpose.
It might be that it is a balance question even without this feature, lategame it is a nice surprise when an undead group offers a challenge.
Sky
ParticipantIt seems logical, maybe even the right thing. Unfortunately that will disturb the current undead battle flow and will need further compensation to the undead side. Like increasing they numbers further, or making them stronger. If it would be implemented now the balance could fall imo.
Sky
ParticipantSorry, but I’m having trouble understanding what you’re saying. If I’m correct, you want to see more varied art assets for the weapons? Like different weapon-handles and such? Something like that might get in, since it’s much less work than making a new weapon and they could re-use some assets left over from the weapon quality plan.
It’s like with the tower shield and the skeletal one. Same thing different skin. That is a fine touch.
I would be happy to see more variety of/and unique weapons rather than a flood of slightly different ones that you mostly won’t even use. I just can’t see the reason to put in 10 types of pikes in when they all will be the same.
Do not forget that even now with this much weapon variety there are instances in mid late game when your inventory is full of “junk”. Ofc they are simply obsolete weapons that you no longer use, but it will be a constant problem if the game would be filled with filler weapons. Like M&B, 90% of the time your inventory is just a big pile of… Why would you want it here?
Sky
ParticipantThe current arsenal is far from the final. Here is something for you

Sky
ParticipantNot to this extend.
Sky
ParticipantBB has a random lvl up system?
This game is, and will be financially successful if it countinues like it started. If no major change comes to the devs then there should be expansions in some form.
Sky
ParticipantSecret technic.
To the OP (original poster) ofc but at the same time about the scaled aging in other games regarding BB, while ending it with already known facts (as for now at least) about the dev position regarding this matter.
Sky
ParticipantOk, let me try different words. The aging in games are scaled compared to real life to fit in the game world they are in, in this gameword you have hours and days as the standart time units. Now for aging, since this is a lowfi world, you should have more or less realistic time system so it would take a merc to age a year abour 365 days. Anf if you scale it even more, that would not fit in and would not make any sense at all, it would still take more time than he probably survives. Unless you are a save scum ratling that is.
Besides the devs already said there will be no aging since there is no point to it. You will have dynamicly acquired unit traits like injuries and event results that will completely compensate for not having the negative trait gain by the ageing that would still take 365 days to get a full year…
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