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There are a lot of threads in these forums about that exact "problem". I personally don't mind it so much, but I understand how people find it frustrating. I hope that Stoic hears all these comments and tries to address this in the future games.
An indirect way to balance things is limit the number of enemies to 6-8, and/or give enemy units some "dangerous" active-abilities (e.g. Armor-bypasing damage) that will make you wanna take the out as soon as possible and not leave them lying about with 1STR...
The above offers some explanation on the choice of the particular turn-system. Changing that fundamental aspect would probably mean that all unit stats & abilities would have to be re-balanced, something that is not so trivial. I know that vs-AI battles are quite different from PvP, but I am just laying out the background.
I am not a PVP player but at least I finished the game. At first I was against this mechanic (I was a newbie) but I got used to it and it is actually pretty good way to keep some challenge in the game. It would be too easy to annihilate enemies without drawbacks to this.
Something like Bloody Flail[bannersaga.gamepedia.com]? Not a bad idea.
That's what I was thinking about as well and while I think it isn't a bad idea (it works very good in Heroes V, one of my favourite strategy games) I'll admit it could be easy to take advantage of. Besides it makes me feel better when I check all enemies' place on initiative bar and calculate which is the best to hurt. Dunno, it's just me.
Exactly! Bloody-Flail is the paragon of "maim-proof-ness", making Thrashers dangerous to their last drop of willpower... Now, analyzing stats and abilities, we notice the following:
I agree. Shatterstone often hurts my enemies more than me (or helps with running away). Ironically, with this AI, this skill would be better if its range was reduced to just 1 side, not all adjacent units (like Battering Ramactually).
They could get bonus armor points while they summon IMO (like 2 on easy, 3-4 on medium, 4-5 on hard).
I'd like too see them more often and maybe even upgrades of this unit as well. As it is now, this unit is underpowered IMO. Yes, Rupture and Disease Strike are good, no doubting that but AI screws itself with casting Umbrage. Firstly, like Tremble, it takes two turns to use it. That's a big drawback, player can do a lot of things in 2 turns. Secondly, AI sometimes tries to use it TWICE meaning more turns are wasted plus enemies are probably near death after the second Umbrage takes place (and a bunch of 4-6 hp enemies is not a problem). Finally, it removes Armor points from enemies leaving the possibility for Gunnulf to annihilate 2-3 enemies in 1 shot.
2. That could work for Shatterstone: Damage just the target-unit (and not the AoE 5-tile area) and compensate this decrease by having the stones explode immediately, or in the following turn (and not of the slinger's next turn). In my opinion, Kindle is even worse. There's situations where it can deal catastrophic amounts of break to 2-3 of my units, but the Stoneguard repositions itself and ends out doing 1AB to me and 4-5AB to his allies...
3. For Tremble, I'd suggest either summoning another Scourge, or at least a random Dredge (not always a Grunt). Also, the summoned Dredge could spawn in a 2-tile range from the summoner. Finally, the summoner could "die" (leave the battlefield) when the summoned Dredge arrives, and it could take up his turn immediately.
4. I don't think the Singer is UP, but it can surely get much stronger! The 2-tile movement range is a big handicap, so maybe they could have hybrid range/melee attack range (like Hunter), or 2-tile range like Spearmen. A small problem I got with Singers is that we can't tell if its casting Umbrage or Rupture. I've had almost-finished battles turn into point-counting struggle due to Rupture killing 3 full-armor/health allies!
2. I wrote "Shatterstone" instead of "Kindle"... *sigh*... Sorry. I've meant that Kindle could push enemies on 1 side (that's why I compared it to Battering Ram). However, I like your idea with the Shatterstone. Or the stones could explode immediately when user dies.
3. Actually, it would be awesome if summoned Dredge would spawn near summoner instead of near the weakest of my characters (this is a horrible move from the game and sadly it does it often)... Tremble could always summon Enraged Grunt instead of regular one, that's always a buff. Summoning another Scourge could end up in a nasty loop. Instant summoning and dying is a neat idea.
4. Yea, the lack of difference between those two spells are devastating. Although only ONCE Singer used Rupture in my game.
Yup, that 6-vs-2 is the most extrapolated scenario of the current turn-system. I believe it should be addressed too.
For what it's worth, when there's one full-health enemy and many maimed ones (in Factions), one typically tries to do something we refer to as "clean the board". This consists of having such a positioning that you can kill-off one maimed foe at each of your turns so that this full-health enemy gets ganged-up (in Pillage) as soon as possible. Of course, in Factions, you don't care if a couple of your units are downed in this process, as long as you can secure the win...
That would work nicely for 6-vs-2. But, apart from the clear situations of X-vs-1 (where X=3,4,5,6), the only real question about this "3:1 ratio" rule is what happens when in 5-vs-2... I guess that could go to pillage too.