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GlyphGryph
ParticipantActually 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.
GlyphGryph
ParticipantMore 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!
GlyphGryph
ParticipantThe 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.
GlyphGryph
ParticipantWhat about “non-contract locations and roaming parties”?
Is that just time and party strength without the other factors? (and presumably crisis stuff)
GlyphGryph
ParticipantSkeletons 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
GlyphGryph
Participant… good?
Not every enemy needs to be worth hunting down. Some can simply be worth avoiding. That’s okay.
GlyphGryph
ParticipantWhy 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.
GlyphGryph
ParticipantIt’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)
GlyphGryph
ParticipantRenown 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.
GlyphGryph
ParticipantGuys, 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?”
GlyphGryph
ParticipantRap you can’t just leave us hanging like this!
GlyphGryph
ParticipantOr 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!
GlyphGryph
ParticipantI think the fact that every late game enemy relies so heavily on outnumbering you is… kind of an issue.
15. March 2017 at 02:50 in reply to: Ideas for making the Undead, esp. Legions, more fun to fight #20527GlyphGryph
ParticipantWhat 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. :)
GlyphGryph
ParticipantRenown 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”
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