GlyphGryph's Replies

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  • in reply to: Gifted should grant 2 level-ups #21883
    Avatar photoGlyphGryph
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    Actually gifted is great as-is.

    It doesn’t just grant you a level early, it grants you an additional levels worth of stats at max value overall. It’s effect is always on, it can be tailored to your specific dudes. It’s a great perk for every character.

    Let’s compare it to, say, Backstab. Backstab grants +5% accuracy for each other dude bordering the enemy. Most of the time this will be one or none. Gifted gives you an always-on +4%, and two other equal impact bonuses besides.

    For a ranged character, it offers a +5% chance to hit, +4% chance to evade AND a +5 to init or fatigue. That’s hardly minor! Especially since bonuses to accuracy and evasion get more powerful the more of them you have. It’s basically a must-have on archers and dodge-based guys.

    in reply to: Money, more brothers, or better equipment? #21194
    Avatar photoGlyphGryph
    Participant

    More brothers makes the game harder, but you’ll want them eventually. Armor is super important, but so damned expensive – still, purchasing some reinforced mail hauberks is incredibly if you have brothers that can manage to wear them.

    I would say the best use of money early game is filling out missing armor, and then buying better brothers – let you subpar brothers go!

    in reply to: So what actually scales difficulty? #21076
    Avatar photoGlyphGryph
    Participant

    The relevant factors, based on his response in the suggestions thread, seems to be

    a) Time
    b) The “strength of your roster”

    So more guys, better armor and weapons, higher levels – all presumably increase the difficulty of the enemies you face.

    in reply to: Allow player to manually lower renown equivalent. #21075
    Avatar photoGlyphGryph
    Participant

    What about “non-contract locations and roaming parties”?

    Is that just time and party strength without the other factors? (and presumably crisis stuff)

    in reply to: Early game far too hard. #21009
    Avatar photoGlyphGryph
    Participant

    Skeletons early game are great because all of their missions can be won by running away, and you still get paid.

    Embrace the proper mercenary mentality of the grab-and-dash

    in reply to: Fighting roaming Nachzehrers is unrewarding #20792
    Avatar photoGlyphGryph
    Participant

    … good?

    Not every enemy needs to be worth hunting down. Some can simply be worth avoiding. That’s okay.

    in reply to: Beta 22.02.17 feedback #20743
    Avatar photoGlyphGryph
    Participant

    Why are contracts always SO far away now. It’s so tedious. They keep ending up like literally further away than the three closest towns, often past them.

    in reply to: How the anticipaiton perk works? #20736
    Avatar photoGlyphGryph
    Participant

    It’s (1+10% of ranged skill) times number of tiles, I’m pretty sure.

    So if you have 40 ranged skill, it’s +5 defense per tile, or +20 defense at 4 tiles and +50 defense at 10 (max bow range)

    in reply to: Allow player to manually lower renown equivalent. #20699
    Avatar photoGlyphGryph
    Participant

    Renown scales contract payments and unlocks new contract types, but has no bearing on contract difficulty other than that.

    Wait… If it scales contract payments, and we know that contract payments are the most reliable way to determine difficulty…

    That would imply that renown is in fact the primary driver of difficulty.

    So now I’m really confused as to what was intended to be communicated by this comment.

    in reply to: Allow player to manually lower renown equivalent. #20698
    Avatar photoGlyphGryph
    Participant

    Guys, I suspect if you want a clear gauge how difficult the contract will be, look carefully at the amount of reward offered. There is some indication that the reward indicates how tough a contract is going to be.

    Yeah right now that’s basically the only indication (along with knowing the mission types since some, like town defense, are much harder than others)

    But this isn’t really relevant to the issues being discussed in this thread though, which is “what *makes* missions harder” rather than “how hard are missions?”

    in reply to: Allow player to manually lower renown equivalent. #20593
    Avatar photoGlyphGryph
    Participant

    Rap you can’t just leave us hanging like this!

    in reply to: Fleeing tweek: If struck, stop attempting to move #20562
    Avatar photoGlyphGryph
    Participant

    Or let units only get a single attack of opportunity, so if you flee from someone they can only hit you once and waste your ap once and then you can continue moving away. Make it so a single guy isn’t a solid wall to someone escaping, but being nearly surrounded might be!

    in reply to: Revised Dodge too powerful? #20560
    Avatar photoGlyphGryph
    Participant

    I think the fact that every late game enemy relies so heavily on outnumbering you is… kind of an issue.

    Avatar photoGlyphGryph
    Participant

    What you suggest is a complete overhaul of the entire faction, that’s simply not going to happen on the eve of full release, if only for balancing reason.

    All of them combined? Sure. I was thinking one or two would probably be enough to shake things up and make them more interesting though.

    I also must say that while I like VCs of Warhammer I don’t think they’re adequate copypasta material for BB. Creators are striving to achieve something fresh with the undead (pun unintended) amd I think that’s a good direction.

    I have no idea what this means. VCs? Warhammer? I’ve never played any of the Warhammer games so if I incidentally copied some of their mechanics it was pure coincidence.

    I agree with 2 of your ideas: throwing axes and injuries. Both makes sense abd would be highly amusing in case of the latter.

    Cool, I would be super happy with just those personally. :)

    in reply to: Allow player to manually lower renown equivalent. #20526
    Avatar photoGlyphGryph
    Participant

    Renown scales contract payments and unlocks new contract types, but has no bearing on contract difficulty other than that.

    If difficulty isn’t based primarily on renown, I have no idea what it could be based on. Is it just “time passed” or something? If so, consider this suggestion to be for “whatever is the primary determinant of contract difficulty”

Viewing 15 posts - 1 through 15 (of 39 total)