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I'm certainly happy with tweaking skills to create balance but this totally changes the skill does it not? Or am I missing something?
Place your tank first in front of the enemy. As intended for a "tank". And start with fighters who need to go first (buff to the squad, debuff to the enemy). And then you will understand "what you are missing".;))
I'm guessing that the change is permanent and there is no way to mod it back to it's original use?
Valorous Duel + Shield with Protection (e.g. all regular Shields you craft) does the same.
On top you have the flexibility to use Taunt instead of Protection if the enemy has multi hits or AoE.
Actually it's better/more flexible
- You only spend 1 Valor Point, instead of spending 2 points and generating 1 temporary point.
- You can Change the sequence in case the enemy can Riposte or an archer is targeting an area you want to cross
- You can disengege with Run, engage with your basic attack for free.
- You gain a VP if negaged by an enemy
Taunt, 80% guard (Hardening Oil) and perforating oil is more than enough for my Warrior to win the fight ;)
Game has some real late game balance issues.
Personally I don't think it's a good idea to obfuscate the player's vision in a strategy game as much as possible.
Looking at weapons and armor stats, they use exponential curves using 2 points. ( f(x) = c*a^x ) That value gets multiplied by rarity and multiplied by item quality.
Aptitude points add a linear bonus of +2.
Basically the higher your level, the less important your main attributes are.
Even if you put 10 Aptitude points into dex (so +20), you already get like +30-40 from your class specialization, another +130 from your weapon and maybe around +10 base growth from your levels, another 10 from alchemy, +4 (+10 DLC) per armor layer.
Meanwhile putting some of them into crit hit will lead to 100% crit chance, permanently doubling your damage and you have points to spare for movement and Willpower.
This system is one major imbalance I see in the game.
--> Balance Attributes, Armor and Weapons stats.
For more challenging fights simple things like the majority of enemies having 15 Willpower might be enough. This would give them a chance to survive turn 1.
Which leads to the next issue: The reinforcement system shouldn't be a units appear at random locations of the map.
Deserters could use units from all other factions, instead of being their own.
2. If the enemy has only 1 HP left, then the Cutthroat will be imba even with an insignificant blow.
3. Spearmen will lose the Valor Point skill for killing.
4. Archers will lose the Valor Point skill for killing.
5. Berserker and Pugilist turn into funny clowns
6. Everyone starts playing only Poisoner.
So-so tactics. ;)
I do not agree that there is an imbalance in the late game, due to the high % critical hit. When the squad is at the initial stage of the game, then the critical hit almost does not matter, and the player is forced to invest in strength and dexterity. On Extreme difficulty, I invested in strength and dexterity, because otherwise the damage would not be enough. Then, of course, I increased the critical strike with professions and armor slots, and food.
You only need to invest points into your main attribute on the highest difficulty. Any difficulty below that allows you to fully go movement, will, crit.
Honestly, the highest difficulty should not be and never be what the game is balanced around.
"When I play on the highest difficulty, where enemy stats are doubled (exeggerated) I need to put some points into that stat.", really doesn't sound like an argument for the game's balance.