Wartales

Wartales

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How is this Game now?
its been a while since I got frustrated and stop playing. Has anything changed?

1. Rewards for doing Quests,always started to feel pathetic. Maybe leaving you with a couple extra gold, after healing, new rations and repairs.

2. Scaling? Yes I know you can set the Difficult to Region locked, I do enjoy some scaling. Yet it seemed wierd that you were always out numbered. You never got the point where you felt you could master an area and move on. Ontop of that, you could stay in an Area to long, and then they would start getting better equipment than you could get?

3. Unique Enemies.... Those Unique Bosses, with thier unique equipment. In a world where their was no Magic, and its just swords and combat, having these enemies break the rules so badly. These were just Heroic Villians, they were magical super heroes, getting more turns per round the more characters you brought against them?

4. Prisoners? Are they fixed? Do they actually get skills? Or if you recruit them are they just still basic cannon fodder. That get no skills outside the weapons they equiped?

I did enjoy the basic gameplay loop, but that end up getting painful. I liked the ability to go anyhwere, but hated the fact that if you stay in an area to long, you were going end up getting slaughtered, as the enemies start getting the next tiers gear, long before you can get access to it.
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Showing 1-2 of 2 comments
  1. You can get the Tavern DLC to turn resource management on its head, if you want. But this likely won't change in base game. It's clearly intended that you always just barely scrape along until you really start getting settled in as a mercenary troop.

  2. Scaling still works similarly to how you described. I'd rather just have harder enemies than be outnumbered, but that's not what we have here. Also, enemy equipment didn't increase from staying in a zone too long, it just scales to the enemy's level. That difficulty spike when enemies hit level 5 is quite something, though, yeah.

  3. Nothing changed. Also, the world does have magic (or otherwise hyper-advanced ancient technology that's indistinguishable from it). It's just a low-magic, low fantasy world. You'll (probably) never go slinging any spells, but the way armor layers, helmet stamps, food, and weapon oils and alchemy in general do what they do are obviously magical in nature. You also have loads of magical or fantasy creatures: literal plague-ridden zombies, the bones of a mermaid in Drombach (implying their existence in-world), various creatures from the Pirates of Belerion DLC.

  4. Not sure when you last played, as I understand they used to get literally nothing. Prisoners only get access to their faction's two passive skills, and any unique passive they might have. This means Wrongdoers keep their troop-wide +30% crit damage buff, and get two faction passives. No real passive tree like mercenaries. The prisoner system is seriously undercooked.
Kerican Jan 3 @ 11:36am 
Thanks, confirmed that I'm not really interested in getting back into it.
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Showing 1-2 of 2 comments
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Date Posted: Jan 3 @ 10:06am
Posts: 2