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Viewing 15 posts - 1 through 15 (of 18 total)
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  • in reply to: Suggestions Forum #27171
    Avatar photoTOXAsh
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    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."

    in reply to: How to Report Bugs #27163
    Avatar photoTOXAsh
    Participant

    I have known for a long time a bug when a shot from a bow is wasted if quickly, through the quick button, press a shot at the enemy. And if the first shot kills the target, then the second still occurs, and because of this, there is not complete information about the shot in the damage log. So today I noticed that if there are stacks of adaptation, then both of these quick shots will pass with an adaptation bonus.
    There is some screenshots with this bug.
    Here u can see adaptation bonus and chance – https://prnt.sc/uekgcy
    And here is log information with results – http://prntscr.com/uekiys

    "Death is a part of mercenaries job."

    in reply to: Suggestions Forum #27103
    Avatar photoTOXAsh
    Participant

    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."

    in reply to: Suggestions Forum #27035
    Avatar photoTOXAsh
    Participant

    I really liked the start for the ManHunters, very unusual, but I think for most players it is too inconvenient. I propose: either to reduce the cost of a whip to 3ap, since fighters with most two-handed weapons cannot effectively whip debtors, or to increase the duration of the whip effect to 3 rounds.
    I would also like the mood to fall a little more slowly with a lack of debtors in the team, or so that it would sometimes be possible to meet debtors not only in southern cities, at least for ManHunters. Currently, when you are far from the southern cities and you lose a debtor and there are not enough of them, you have to frantically look for a new one, and there may not be any people nearby, continuous undead and greenskins.
    It would also be nice if the mood starts to fall on the world map if the debtors are less than half and not less than 51% of the team.

    I would also like to see unique southern slings, because even unique guns have already been introduced!

    "Death is a part of mercenaries job."

    in reply to: Ifrit battle bug #26918
    Avatar photoTOXAsh
    Participant

    This bug still happens in v1.4.0.36.
    Here is a big Ifrit – https://prnt.sc/u0yuoj
    Here is he dead and another smaller after him = unkillable bugged medium ifrit. – https://prnt.sc/u0yw1i
    Here is Killed medium ifrit and small one = unkillable bugged small ifrit. – https://prnt.sc/u0ywwt
    Here is this battle again, but without this bugs – https://prnt.sc/u0yyi8
    https://prnt.sc/u0yzih
    But the Gunners stood for half the battle with knives in hand and skipped turns after the neighboring little Ifrit were defeated.

    "Death is a part of mercenaries job."

    in reply to: Suggestions Forum #26796
    Avatar photoTOXAsh
    Participant

    About a year ago, I already wrote a similar post, now I want to repeat it, and say that during this time I became even more confident in this problem.
    Headshots one of the core mechanics. I think the Steel Brow perk makes many things pretty worthless. For example, ordinary headshots lose their meaning and are often more likely to be undesirable, because of different armour on body and head. Flails also lose their meaning due to a passive bonus to the head and a second type of attack. Also, axes lose all their bonus critical effect in the head against targets with Steel Brow. I propose to change Steel Brow perk: reduce the damage to the head to 10% of the usual blows, and reduce the bonus of the ax to 10% as well. Thus, headshots and axes for such targets as skeletons and Unholds(and others) will no longer be completely useless. A blow to the head from the ax will give at least 20% bonus damage instead of 0% to the character with an Iron Brow, compared with 100% bonus to a character without an Iron Brow.
    That being said, quite a few opponents have this perk, which makes the headshot mechanic useless or even harmful.
    For the player, this perk also allows you to practically ignore the mechanics of headshots and sometimes want to get hit on the head much more often.
    Since we are talking about blows to the head, we need to mention the Head Hunter perk. This perk is very weak, and in current mechanics it is completely useless. Firstly, the condition for hitting the body (successful) to increase the chance of getting into the head sounds already useless, because the goal is to raise the chance of getting hit in the head, and if the chance of getting into the head is already high (a similar situation with the Quick Adaptation perk), then there’s no use for this perk, because with a ~ 50% chance of hitting the head, the character will, on average, hit the head once every other time. Passive + 15% to HeadShot chance will already be more useful than current mechanic. Also, do not forget about the problems with getting into the head described above.

    "Death is a part of mercenaries job."

    in reply to: Suggestions Forum #25679
    Avatar photoTOXAsh
    Participant

    That a good news that in new DLC will be different new location-based environments. I just hope such things will be also in legendary locations, especially on Kraken and goblins great city. Because goblins and especially Kraken is too dependent on the fight territory. With the latest DLS there was good changes with Black Monolith territory.

    "Death is a part of mercenaries job."

    in reply to: Suggestions Forum #25537
    Avatar photoTOXAsh
    Participant

    Today i want to suggest melee attacks for throwing weapons. I think throwing weapons not so useful in the first line of battle because u cant attack in melee and so u cant stop enemy when he walk past thrower into second line. The same thing with enemy’s throwers. Also brigand leaders with unique throwing weapon cant fight in melee and as i see, they have no melee weapons with this type of unique.

    Another suggestion is a different type of arrow quivers. It might be a good idea to add various quivers with bonuses and a penalty for bow attack. For example a quiver with bonus damage (+20%) and penality on breaking through armor (-20%) and armor effectiveness penality (-20%) . Anothers example is piercing arrow with penetration bonus (+20%) and damage penality (-15$). A similar option can be made for crossbows.

    "Death is a part of mercenaries job."

    in reply to: Suggestions Forum #25521
    Avatar photoTOXAsh
    Participant

    I have another suggestion. Since now unique broken armor is always returned to the player after a victory, may be a good idea to return broken unique shields to the player after victory. With this changes unique shields will be more valuable.

    "Death is a part of mercenaries job."

    in reply to: Suggestions Forum #25511
    Avatar photoTOXAsh
    Participant

    I want to suggest poison-immunity for antidote for battle or several turns. Because current antidote is pretty useless.

    "Death is a part of mercenaries job."

    in reply to: Suggestions Forum #25510
    Avatar photoTOXAsh
    Participant

    I think need to slightly reduce damage of heavy throwing weapons. Standart throwing javelins is pretty strong with mastery and duelist, but heavy javelins and axes just wreck any target too fast and easy.

    "Death is a part of mercenaries job."

    in reply to: Suggestions Forum #25481
    Avatar photoTOXAsh
    Participant

    Today’s proposal is about weakening the whip. The whip is still too strong a means of control, working from a distance, which allows you to control critically dangerous opponents even with only 1-2 characters with a whip and mastery. Due to the cheapness, accessibility and ease of use, lashes can be given to almost all well-aimed fighters for critical situations and this is not normal. There are also almost no opponents with a lash who could use this force against a player, which would also show the extraordinary power of the lash. At a minimum, you need to increase fines for accuracy on disarmament, and so that Mastery removes only part of them. Also, a small fine without mastery can be done on a regular attack.
    It’s pretty funny to watch some huge Orc Warlord lose his giant ax due to a lash of a man even without mastery.

    "Death is a part of mercenaries job."

    in reply to: Suggestions Forum #25480
    Avatar photoTOXAsh
    Participant

    The next suggestion is about Lone Wofl perk.
    What about reduce radius requirements without allies to two hexes, and maybe reduce the bonus effect from +15% to +10% to Melee Skill, Ranged Skill, Melee Defense, Ranged Defense, and Resolve? This would make perk more viable and less demanding. The current Lone Wolf effect is too demanding for its effect. I think it is not worth strengthening the effect, but if you make it less demanding, it will become much more used.

    "Death is a part of mercenaries job."

    in reply to: Suggestions Forum #25479
    Avatar photoTOXAsh
    Participant

    Another idea about nimble perk.
    1. Return Nimble effect on armour.
    2. Make the weakening of the effect of the Nimble with each hit on the character. For example, -5% or -10% percent per hit for getting to a minimum of 20%-10% of the effectiveness of the Nimble.
    With this mechanic, Nimble character just cant tank tons of damage(hits) only by health and mid-tier armours will be more valueble, depending on build.

    There is also a suggestion to weaken the effect of the perk Indomitable, since it still performs too many functions and is essentially the most useful. Throughout the development of the game, this perk was changed not by the strength of the effect, but by the cost and time of the effect. I think it would be possible to weaken the effect of reducing damage by 20%-25% and maybe make it cheaper again. Current Indomitable allows you to restrain anyone and, in combination with the Recover and Adrenaline, just do it without stopping.

    "Death is a part of mercenaries job."

    in reply to: Suggestions Forum #25468
    Avatar photoTOXAsh
    Participant

    Another important think is about Daze effect. Current daze effect have -35% of damage, fatigue and initiative. Its to strong. A player using two-handed mace can easily control any strong opponent with a regular strong attack. Also, barbarians with mace are the most dangerous precisely because of the Daze effect. I suggest weakening the Daze effect to at least -25% damage, fatigue and initiative.

    "Death is a part of mercenaries job."

Viewing 15 posts - 1 through 15 (of 18 total)