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TOXAshParticipant
I like the idea of reducing the headshot chance for a character with a Nimble perk to 15-10%. This is logical, because the dodger first of all tries to protect his head, even at the cost of a hand. But it seems to me that it is worth returning the fine to Nimbl from the weight of the shield, it is a little strange at the same time trying to defend with the shield and get away from the blow. This change also can make bucklers and goblin’s shields more valuable and usable.
Today I want to propose changes of Steel Brow perk. 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 their 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% to a character without an Iron Brow.
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."
TOXAshParticipantHello all. I want to suggest a change in the mechanics of fear for HP damage. I think would be more realistic to do morale check when target lose % of current HP, but not static 15 HP of max HP. Today its very strange when orc-warlord or knight just try to retreat when someone just puncher butter knife under the tons of armour in his massive training body. Not only knives, full HP unhold with HP regen can be scared by small bow, sword or another simple weapon in one hand. I think new mechanic can be more realistic and balance, especialy for “fat” targets. I think % HP for morale check can be around 20%, also fearsome perk can be changed to lower this %.
Also i think that daggers is not so balance it can be. This changes can make dagger weapons more balance i think.
Thanks for attention."Death is a part of mercenaries job."
TOXAshParticipantHallo all. I agree that puncture attack need to rework. And effect of retreating is also need to rework. But now i want to suggest to rework “Head hunter” perk, just because its not working properly or working for enemy, especially if they have heavy helmets or even steel brow like all skeletons have. And how can u explain this situation, when player’s mercenary just hit in the body, while he has 25%+75% to hit the head of ghoul with “Head hunter”? https://prnt.sc/h0wwsc . Maybe it is because of version 1.1.0.5, but this perk is still useless.
"Death is a part of mercenaries job."
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