Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
only at the castle
I don't particularly need to equip new found stuff mid mission.
I just want to see and be reminded what situational benefits during a mission my currently equipped weapon/armour/ jewellery are giving me.
Such as:
A piece of armour that gives - 50% of damage suffered gained as bonus damage until next attack
or
A weapon that gives - gain 2AP on kill
or
A ring that gives - Ignore 2 of attacked Units' Block values
This sort of info is very helpful to know for tactical decisions.
Is it just me or do other players really not want to know that stuff??!
However, if you save during a mission, and come back after a break, not being able to do a quick glance to see how you had equipped your characters feels kind of bad.
For instance, having a bow that increases damage when closer than 4 tiles, and one that increases when beyond 6, makes that character perform completely different.
I think it mostly does matter even if you check stuff before going on a mission. (and as you mentioned saving mid mission and coming back after a break is "kind of bad"...... to put it mildly imho).
Let me clarify why I think it matters.
Each character has four slots for equipment. Each of these can add situational bonuses.
That is a possible total of 16 items in a team that I have to try and remember exactly what each adds.
I suppose I could make up a spread sheet to look at and write down all the relevant info for each character and refer to it during each mission, but I had hoped that that sort of prehistoric gameplay requirement went out the door along with graph paper for mapping in computer games.
It just seems so dumb to leave out this info especially as they even give you some limited info for each character during a mission via the small character info box on the rhs of the screen.
I just don't understand why you cannot access your characters screen in a mission and mouse over your equipment to see the equipment bonuses just like you can out of a mission.
It seems like an obvious QoL feature that is missing and I would go so far to say that is even a requirement for proper tactical decision making.
Anyway I guess it's just a me thing, as it is something that has been missing since release and people are just accepting of I guess.
Missed the point totally.
It's simply about looking at what you have equipped during a mission and nothing to do with re-equipping anything or seeing what items you have picked up.
Well that's not a problem either, you can keep all the gear effects in your head if it's that important.
I shall re-post what I said above in a previous post.
"Each character has four slots for equipment. Each of these can add situational bonuses.
That is a possible total of 16 items in a team that I have to try and remember exactly what each adds."
You may be able to remember the description of what each of those 16 items bonuses do during a mission, but my brain cannot. I'm old and have lost many brain cells.
I need a visual reminder.
Do you forget your knights playstyle every 10 minutes?
This game is not so complex in terms of mechanics that you have to know every bonus granted by the gear. You just have to remember the overall playstyle. So you only really have to remember 4 things(what each knight is supposed to do in a fight).
For instance, if you have "snowball" items equipped on a knight, you want to feed them kills.
If you have an item that improves certain skill, you want to use it more often.
But things like that should be easy to remember from the time you are in Camelot and 10 minutes into a mission. And very often, the skills available to each knight, and your health and armour values, should also help you in determine how the knight is supposed to be used.
Now, as I said earlier, being able to see currently equipped items during missions would be "nice", when you have saved during a battle and it has been a while since you last played(to familiarize yourself with each knight's playstyle quickly). But to be honest, it is a very minor QoL improvement overall, and so far, it has never become a problem for me.
I definitely do not get the "bloody frustrating"-part of your complaint.
Modifiers on gear:
1) immunity to stun
2) last 5 armor is unbreakable (ok, we can see it during battle)
3) +24 mental resist (ok, we can see it during battle)
4) +1 AP after each kill
5) regain 4 HP when attacking hexed enemy
6) +6 damage vs fomorians
7) -1 cooldown fire skill (ok, we can see it during battle)
8) +4 damage vs burning enemies
9) +3 damage vs seelie and unseelie
10) +10 damage vs slowed units
11) +10 armor breaking (ok, we can see it during battle)
12) +5 damage for area attacks
Permanent potions:
1) +10% dodge chance
2) +20% burning damage
3) +25% damage vs picts
4) +2 injury tokens
Properties from skills (only those which are not visible during battle when targeting):
1) +20% damage from force bolt vs hexed enemies
2) +2 AP when killing with force bolt
3) magical armor lasts for extra attack
4) death hex causes 20% vulnerability
5) weapon damage is increased by 5% for each enemy with hex
6) enemy loses 4 armor when hexed
7) +30% damage for burning effect
8) +1 AP for each burning enemy
Please don't tell you can remember it all for 4 knights and then you never confuse 2 champions with similar, but actually quite different abilities