Login
Forum Replies Created
-
AuthorPosts
-
WargasmParticipantI don’t know. I think the current Shield Expert perk isn’t sufficiently attractive, since the defence bonus is too meager and the only real point of it is to prevent orcs from smashing your shield (or at least to force them to exhaust themselves in the process of doing so). It would kind of make sense for shield expertise (like weapon expertise) to reduce the fatigue costs of using the given tool, and also to increase the benefit of certain skills. But maybe shield Knock Backs shouldn’t impose damage and/or fatigue. Or maybe shield skills could be made more specific, so that (a) small bucklers can’t be used for Knock Back at all but can be used for a punch-style attack that does modest damage, and (b) larger shields can be used for Knock Back but not for punch-style attacks that do damage.
WargasmParticipant-1
I was supporter of more levels back when perks were divided into trees as we were pretty much forced to pick at least some that we didn’t want. With the latest update the system is very flexible and there is just enough points to make various specialists without going into OP territory.
I want at least 20 perks or ideally unlimited perks […] all upgrades should at least be +3 […] at least 4 attributes each time.
Would you also like an “I win button” added? Seems like a logical conclusion ;]
On a more serious note a lot of the actual game is making decision on how to spend limited resources, perks and attributes included. Removing those limits would undermine all the efforts at making a challenging and interesting game. If you would simply like to test your ideas I think such unlimited development of characters would belong to some kind of a separate “sanbox” or “custom scenario” mode.— If there’s a limit on level-ups, the ones who’ve already been level 11 for some time become boring, since you can no longer develop them
— You find yourself using the max-level ones solely to disarm and injure opponents, and then keep waiting turn so that the new guys can come along and finish them off to gain more experience points
— Once most of your company is level 11 and you have lots of crowns, the whole company becomes boring and you deliberately send them into battle against orc warriors/warlords with only modest armour, so that you can then recruit lots of new, interesting people that have lots of development ahead— Winning easily all the time is boring, and so there’s nothing to stop you (with more or unlimited perks) from making things more challenging by (a) sending only a restricted # into battles, or (b) having an “outlaw build” or “peasant build” where you only wear green/brown cloth/leather that fits with a forest environment and/or only use simple/tier-1 weapons and no large shields, or (c) having a “naked savage” build where everyone fights naked but can use whatever weapons/shields they like, or (d) having a build where you can’t purchase any weapons/equipment and can only use what you loot, etc. etc.
— If you simply play to win as much and as easily as possible, however, you gradually learn that certain choices are always going to be less advantageous than other ones in some/all contexts, and this prohibits you from playing with certain perks/styles/strategies which otherwise would be very fun to play with, and causes campaigns to become a bit monotonous— I did suggest a “custom scenario” where you’d be able to experiment with different perk combinations; however, that still wouldn’t allow for a themed campaign where you impose certain restrictions on yourself and therefore need more perks and skills to compensate or just to develop the theme to its fullest
— With more perks and level-ups, you’d still have to choose the order in which they are picked etc. and characters would not be over-powered until they reached a very high level
— Over-powered characters, as well as ones that have reached max level and can no longer develop, become boring and force you to use your imagination to make things interesting again (e.g. by keeping lots in reserve and fighting against overwhelming odds, and/or using more basic tools and equipment)— With less frustrating level-ups (e.g. more attribute upgrades and minimum upgrades of +3) and/or a more rapid acquisition of upgrades, the game as a whole could still be kept equally “challenging” by increasing the size/skill/quantity of enemy forces emerging as the game goes on, or even by reducing the number of upgrades to 8 but giving a choice each time of 2 perks or 2 level-ups or one of each
— Either way, you’d still eventually end up having to use your imagination to make things interesting again once people were too powerful or could no longer develop; the only difference is that the process of getting there would be less frustrating
WargasmParticipantI agree. I want unlimited levels. Every time I look at the perk tree and think of all the perks that would work brilliantly together for a particular themed campaign, there are always too many to pick them all, and it eats up whole days getting all the way to the top level, and still you yearn for more perks. I expend so much nervous energy around perk choices. I wouldn’t mind if level-ups were restricted to 10, but I want at least 20 perks or ideally unlimited perks, and I want it to be fairly quick to acquire the first 10 or so. Alternatively, perhaps each time you reach a new level, you can choose either 2 level-ups or 2 perks or 1 of each.
But level-ups also invoke much nervous energy, and it’s frustrating how sometimes most attributes have just a +1 or +2 upgrade available, but then other times almost everything is +3 to +5 but you can only upgrade 3 of them. So many wasted opportunities. A +1 or +2 upgrade is never exciting, so I think all upgrades should at least be +3 and that you should be able to upgrade at least 4 attributes each time.
3. September 2016 at 18:42 in reply to: Damage listed for missile throw from 2 or 3 tiles doesn't include Mastery bonus #16954
WargasmParticipantThis was when the only potential target was within 2 or 3 tiles, but of course the same skill info pop-up is displayed always, regardless of how many potential targets there are and regardless of their distance. So I guess there’s no way the info could be customized.
3. September 2016 at 18:34 in reply to: Character and Company Strategies with the New Perks/System? #16952
WargasmParticipantOh, and another thing: Bow Mastery improves your eyesight! The perk description just says that maximum firing range is increased by +1, and I assumed that the mercenary would need to be gifted with unusually good eyesight for it to make any difference, but in fact the perk itself bestows better eyesight.
WargasmParticipantHow does the calculation go?
WargasmParticipantAlmost every thief I hire has high melee and/or ranged defence (often both). Lately I’ve been getting ones that have c. 15 for both.
2. September 2016 at 20:17 in reply to: First feedbacks after last update (new skills and injuries) #16931
WargasmParticipantI wish they had the shield bash perk that made it do damage. Really miss that perk..
It ought to be included in the new version of Shield Expert, and the same perk ought to reduce all shield-related skills by 25%, like the weapon mastery perks. The perk should basically be Shield Mastery.
WargasmParticipant2. September 2016 at 05:02 in reply to: First feedbacks after last update (new skills and injuries) #16922
WargasmParticipantOh, well, if the calculation in that link is correct, then I’m pretty sure there should have been no hit point damage at all. If 20 damage was done to armour, that means that the base damage could’ve only been in the low 30s, and that the % ignoring armour could’ve only been a tad above ten, and that a tad above ten should’ve been deducted because of remaining armour.
However, if 10% of the remaining armour is deducted from the value of damage that “ignores” armour then armour is hardly being ignored. I wish the in-game info on this was clearer.
1. September 2016 at 17:16 in reply to: First feedbacks after last update (new skills and injuries) #16914
WargasmParticipantWhich entries on the blog or wiki? Do you have a link?
1. September 2016 at 17:12 in reply to: [Beta patch] Perks that dont exist but should be in game #16911
WargasmParticipantSerpent Friend – reduces the effect of poison on you
Immunized: poison no longer impairs your combat abilities, and, on the first occasion on which poison enters your veins in a battle, you gain an additional 6 action points and a 25% increase in damage on your next turn.I don’t think it should be a perk. Not really that useful, but could be a good trait from random event/randomly given on hire. Latter is much more useful, but still – VERY occasional.
Beyond Call of Duty – makes you immune to morale damage
Little OP If you’d ask me. You’d just get this on all guys, boosting them with alcohol and voila. Bunch of terminators on the battlefield.
Others are very cool ideas, I must say. Personally, I’d love to see abundance of perks to choose from. Those which trigger while your character has taken a lot of damage are also very good.
My idea:
Last Resort – If your character is below 25% hit points, he can run away without triggering attacks of opportunity from enemies next to him.
Yeah, I like the idea of perks that enhance abilities in tight situations, because then you’ll be more willing to fight those vicious evenly matched battles that are very risky but also more intrinsically exciting. Currently, I usually only have those battles when I’ve got lots of crowns and a full party of 18 and am trying to kill some off to make space for new recruits (and – sod’s law – the ones that do “die” actually survive but with permanent injuries).
Last Resort: you can already escape from zones of combat (regardless of hit points) with the Footwork perk. Perhaps there could be a perk where, upon reaching the “fleeing” morale state, the character realizes that there’s no use in trying to escape and so gains (a) an immediate free turn, (b) extra energy and action points, (c) enhanced melee and ranged attack skills and (d) enhanced damage with any hit, but (e) a 100% chance of being hit and killed/maimed by any subsequent attack from an adjacent opponent (and, if he isn’t attacked afterwards, he collapses from exhaustion for the remainder of the battle).
1. September 2016 at 16:26 in reply to: First feedbacks after last update (new skills and injuries) #16909
WargasmParticipantОк. It is aim shot- so i was little wrong – aim shot has 30-48
maximum damage that can be done on the mercenary whose armor 110 remains (130-20 = 110) is 48 * 0.35 = 16.8 minus 10% from 110 – 11 = 5.8 …
banned that scum immediately…or fix wikiI don’t think that is how the calculation would go, since damage ignoring armour probably shouldn’t be modified by a perk that reduces damage to armour … But does armour still modify/diminish the amount of damage that ignores it (i.e. so that the “damage ignoring” value is a percentage of the amount of damage that is done to the armour)? I’m not sure (it shouldn’t in theory, but it does seem to in practice, to judge by what I’ve observed when hitting orcs) …
Either way:
— If current total armour is 110, then 5% of that (the amount of damage reduction due to Battle Forged) is 5.5 and damage to armour should be reduced by 5.5% due to Battle Forged …
— If the goblin aimed shot does 48 damage, then 35% of that (which ignores armour) is around 17 (I don’t think the 5.5% would be deducted from this value, but the reduction would be trivial anyway) …
— If armour still modifies the amount of damage that ignores it, then 65% of 48 is around 31 or 32 damage done to armour, and this would be reduced by 5.5% so that you’d get an armour damage value of around 30 …
— And then, if the “damage ignoring armour” % (35%) is calculated from the damage that is done to the armour, 35% of 30 is still 10-11 …
Oh, but in your case the armour damage was 20 and the hit point damage 10, so that (presumably) the “damage ignoring” value is not meant to be calculated from the “damage to” value. I think the “damage ignoring” is just calculated from the total raw damage (unmodified by the effectiveness of the weapon against armour and unmodified by the perk that reduces armour damage).
However, the damage ignoring armour is a wide range and the % displayed is only the maximum possible amount that ignores it (the minimum for most weapons is still zero, although hammers always do at least 10 damage to hit points).
So, if you’re hitting an orc warlord on the head with a fighting axe, it’ll still probably just do 1 damage to hit points, but if you’re playing deadly difficulty and a bandit raider with only 1 hit point left takes one final desperate slug at you with his flail, the flail will be sure to do massive critical damage to your head despite your intact nasal helm, and will cause you all to flee from combat …
1. September 2016 at 12:52 in reply to: Character and Company Strategies with the New Perks/System? #16906
WargasmParticipantFurther thoughts:
— If anyone was wondering (as I was) whether you have to pick at least one perk from each lower tier to be able to take a perk from one of the higher tiers, the answer is no: so long as the total # of current perks is equal to the # of tiers below the given tier (they could all be from tier 1), you can take a perk from that higher tier
— Bullseye is no longer any use for helping you to shoot through melee to hit a target surrounded by allies, but it is excellent for hitting targets in forested terrain when there’s no way of moving into a clear line of sight
— the new Adrenaline perk costs 0 action points but 30 fatigue, and the new Recover perk costs 9 action points and zero fatigue … hence, if your max fatigue is well above 60 and is currently no less than 30 below exhaustion (say 44/75), you can use Adrenaline (74/75) and then use Recover (37/75) on the same turn and then act before any enemies on the next turn
— Adrenaline and Recover in combination work really well for taking the initiative against all manner of opponents without needing to actually have high initiative at all; they can allow you to catch bowmen, avoid being netted by goblins, avoid being stunned by an orcish charge, or have three attacks against a massive two-hander before you get attacked yourself
— If all of your melee fighters have these and you further combine them with Backstabber (and then Crippling Strikes and later perhaps Fearsome), you can potentially surround lots of dangerous opponents early in battle and inflict damage and impair their morale before they have any chance to get you back (and if you cripple them they might not be very good at getting you back once they do get their turn)
— Once the above is achieved, you could potentially protect yourself with Underdog and/or the new version of Hold Out, or you could try getting rid of shields and taking Duellist and/or Berserk, so that damage/momentum is increased still further
— You could potentially try to turn it into an exciting “Naked Savages” build where you wear light armour and carry no/small shields and don’t even do much to increase your defence skills, but just stake everything on swarming and devastating more heavily armed opponents, or you could go with Brawny + Battle Forged so that you can afford to take some big hits if things go wrong— I could foresee Adrenaline and Recover being used in concert with Footwork for some new chicanery (especially by some skimishers armed with nets, missiles and 2-tile weapons)
— the new Backstabber perk is immeasurably awesome for 2-tile fighters; for each ally on an adjacent tile to your target, you get an additional +10 chance to hit
— I love longaxes, since they can take shields away from an elusive opponent, but with the hit bonus from Backstabber I often find myself going straight for Strike with a hit chance already well above 50%— thus far, I’ve seen very little possibility for making use of the new version of the Nimble perk, but (thanks to mystical ancient armours with a massive increase in protection but a fatigue value similar to that of more mid-range helms) lots of possibility for making use of the new version of the Battle Forged perk
— the new version of the Shield Expert perk (i.e. the old Shield Expert and Deflect ones combined) isn’t all that attractive by itself, especially not if you haven’t even decided if someone’s going to always rely on shields, but it becomes an attractive possibility if you start looting lots of exotic shields that offer +20-30 melee and/or ranged defence, since the defence bonus is then a bit bigger and (more importantly) the durability is much greater against orcs, bandits and fallen heroes
— spears seem more attractive than swords for new recruits in the early part of the game, since the ability of swords against armour is eye-catchingly poor, but exotic looted swords with increased raw damage and unusual effectiveness at breaking/ignoring armour become an attractive prospect for most fighters, and the Sword Mastery perk would then allow them (with a fatigue cost of just 16 for two slashes per turn) to wear and carry as much heavy shit as possible without ever getting fatigued
1. September 2016 at 11:47 in reply to: [Beta patch] Perks that dont exist but should be in game #16904
WargasmParticipantAlso, the new Bow Mastery perk needs to be more attractive versus crossbows. It should enhance the % of damage that ignores armour and/or reduce action point costs by 75% (i.e. 3 quick shots per turn, or 1 aimed shot in addition to 1 quick one or 1 tile movement) and/or give Quick Shot a +5% chance to hit and with only -3% per tile of distance.
-
AuthorPosts


