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It sounds good but in practice I suspect mortal units will still be far more durable over the campaign. What needs to change is really the instability mechanic for demons and the undead.
Of course, CA is not interested in genuine fixes that will take (even slightly) more thinking and time, so we will get these cosmetic "fixes" that really don't do much.
So what would your suggestion be then?
If it makes them better, i might start using them more
I just posted on the same post (which you conveniently didn't include). Fix the instability system. Lower the damage that instability inflicts.
I'd argue that "Lower the damage that instability inflicts" is not a "genuine fixes that will take (even slightly) more thinking and time", rather its a quick fix that just makes the daemonic (and undead if we include them) units way better.
Heck if anything its a even lazier fix then the reforge mechanic that is admittedly just a copy of the live again mechanic from vampires.
You can tinker and calibrate with the percentages to achieve the best result.
I would assume that they already have and arrived at the result we see in game now.
ROFL. So whatever the devs decided is the most reasonable? They wouldn't have resorted to this fix if that were the case.
Its lore accurate if nothing else. When their magic runs out (what leadership breaking is supposed to reflect in the lore) they disappear, they don't slowly fade, they just go poof.
I know the lore well, and I've been an avid player of the tabletop since the 6th edition. And neither demons nor the undead are this fragile. Some things got lost or mangled in the translation from tabletop rules to PC rules, and the demon and undead instability is prominent among them.
Reducing the amount of damage taken once below 0 leadership might prolong their lifespan a little, but will most likely still result in banishment regardless. And so we need something like Rise Again/Daemonic Reforging to not make it feel completely wasteful.
Reducing the amount of entities affected by daemonic instability would probably help a bit(currently it is 4 entities, each taking 49 damage per second, while undead is 1 entity taking 21 damage), or give them more leadership to make it more difficult to reach instability in the first place(it is already pretty good though).
But the Daemonic Reforging will help a lot and makes sense, in that it is more difficult to permanently getting rid of daemonic entities in regions with high corruption and a lot of winds of magic.
You make some legitimate points, but have you seen the number of entities that are brought back on Youtube videos? It's so little that I don't think it matters. (But then I guess this solution, too, will be valid after experimenting and tinkering about how many units are ultimately brought back in the final version of these changes.)
So rather than being cautious with your elite Exalted Bloodletters, Daemonettes etc., and pull them away from combat once they are at around 40-50% health(to avoid instability issues), you can make the judgement call and keep fighting, because even if they die, as long as the WoM and Corruption is high, there is a decent chance to get the unit back after the battle.