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Thanks for the information !
So, at low ranks it is better to equip everyone with white stuff ?
I'm not really sure what's being asked for in this thread, sounds like a nerf to Terror or to give Vampires something other than Terror as there's initial skill. Terror can't be nerfed without huge knock on effects across other game aspects so that's out and the Vampire isn't that great already as Leaders go and in fact I'd consider the Undead one of the weaker Warbands for a whole multitude of reasons to do with poor synergies amongst living and Undead Heroes, it can also have its biggest asset hard countered in ways too numerous to count (Psychology) and lets be honest Thralls without fear working are crap, the Vampire isn't much cop even with Terror, the Dreg looks like it has so much potential but it really falls short of the mark lacking the speed to be an effective striker, leaving archer and parry guy the later of which is just not needed as that's what Thralls do the former is lacking without a supporting passive native or acquirable warband skill and I while I like the theme of its innate skill it does nothing for the fighter itself which would be fine on a henchman but is terrible on a Hero. The Crypt Horror uses weapons, has no Armour, no innate abilities (not even disease or poison attacks which in the lore it should have along with regenerate) beyond Terror, its bland and very easily negated. A Rat Ogre or Spawn is a much bigger concern than a crypt horror, you actually have to adapt your tactics to counter them.
Ignoring the above, what I'm wondering is why are there issues with Undead yet no such issues with the Cult of the Possessed. I realise they don't have Fear/Terror unlocked at the start but the discussion has mentioned lvl5 starting warband at creation many times (its how I'll start pretty much any new warband from now on) and that its Crypt Horrors that are wiping out there Warband. If terror is unbalanced early game then the Cult should be causing as many problems as the Undead for Warband's to deal with at low rank surely?
Finally I will admit that Undead are a horrible match up for some previously very strong Skaven builds, but I don't think that's ever been disputed. However Rat Ogres are much better than crypt horrors if you mitigate stupidity and I think its more the case of how they are being used over anything else, especially since it was mentioned that a Rat Ogre was used to perform an ambush (I mean really!!!, Ambush is something that should be the sole province of henchman and even then only used to cover behind your front line so you can't be pulled into trouble).
That depends.
On the one hand, the AI will have worse gear. But then so will you.
It's really more that the difficulty keeps up with you as you upgrade than it just getting harder.
A 50 dmg hit against white Light Armour (10%) will only be reduced to 45.
But a 65 dmg hit against purple Light Armour (30%) will also be reduced to 45.
So if you don't mind risking heavy hits or heavy defense, it's no problem.
It would be a interesting alternative, if you could prepare for the WB you will face with dedicated characters and gear, but that would simply be too easy in a already easy game.
yes that gives me a lot of ingame hours, i work night and play a game when i get home before i´m tired enough to sleep, and every time that happens its basically running until i´m going to work again since i do this on days where i have nothing planned = 16 or so hours every time but thats is besides the point how much i have played as my point was just because you don't have a problem with something anymore you can still be able to see an existing problem, and yes i have learned to play against them but that does not help new players now does it ?
Well you missed the part where he first told me it was possible to build against it at level 0 and then when i asked me to show me told me it was not posible.
Undead aren't really an issue I found. Templar Knight is great to tank the Fear/Terror units, WH captain shoots well and soften the heroes/leader Flagellants/Executioner are usually enough to finish the job.
The Crypt Horror is tough indeed, but I find that using a combination of a sacrificial flagellant and using delay on my Executioner so that he plays after the CH in the first turn, but before in the next one helps a lot. I managed 50% of the time to save the poor flagellant by disengaging, and the Executioner can absorb one turn of Crypt Horror bashing before finishing it off the next turn (or other units can still help).
It's true that witch hunters are probably the most anti-undead warband though. If you start at rank 0, the Captain shoots, the templar tanks and the Flagellants charge the Vamp quite easily. Terror has no impact at all in the end. :)
On the other hand if your impressive have purple weapon he is going to kill that enemy impressive quicker and if you have white weapon while enemy happens to have purple and few one armed hencman or something like that to compensate. Then you would be really screved.
No, I caught that part too.
That's why I included things youcan actually do to counter UD from day 1.
You can't build specifically against UD (ignoring WH and Cult with Psy immune units, ofc), but you can build (and play) your warband enough to reduce their advantages, just like other things like Heavy Armour, Magic, or high Ini/Movement.
Yes but if you got purple so can he, saying that your purple is on your impressive makes it possible for you to compete but again brutal/deadly is a 30-45% diffrence. At level0 thats a huge diffrence not to mention the extra hp diffrence as well its a double penalty/bonus and at that point.
True enough thats stuff you have to learn and a new player need time to learn or help but the terror effect is much worse then the rest you just mentioned that one need to think about.
if you start ANY new warband and just jump into a game with the basis setup 2/1 on the henchmen just to see how the stuff you got works before making changes, then you will still have a fairly good chance against anything but undead and thats the krux of it.
Now when you make a new warband you build it against UD or get ready to bend over.
And it might be they want it hard but then they need to Up the other in AI difficulty cause right now its 5x Cheesecake and 1x mission impossible.
In PvP if played at high Rank every warband needs adapting too because they all require different things to combat them. I love my Rat's for example, but I'm not very good with them if I'm honest with myself, as a result the only match up's in PvP I do really well at when using Rats is verses Rats, this is because regardless of my rather disjointed tactical ability using them my builds remain strong and are often the deciding factor, against other warbands my lack of skill using them allows my enemies to keep the battle to where they are stronger leaving me rather out played. Basically if you don't adapt and fight the enemy where your warband is stronger you get crushed, which kinda leads on the my final comment below.
I have been for a long time got the impression that new players coming in aren't learning the game to the same level as players were forced to in early access. Early access was pretty much all about PvP and that has so a few massive advantages over learning against the AI. The first is that most opponents used some kinda voice chat, so you'd discuss builds, chat to the other guy and see what you were missing ( I will mention its this chatting that often leads to my rather medicore PvP results but I wouldn't change it at all). The other aspects are to do with how the AI must cheat and how it rarely forces a player to adapt or alter there tactics. The AI can't do ranged Warbands, the only real threat AI casters ever offer is in Curse generation, the AI has boosted damage output and health to cope with its inability to utilise the same tools the player has, which often doesn't give a good picture of what the actual strengths and weaknesses of a Warband are as they all cause more damage and have more health than you. The AI doesn't use the Inituative for tactical advantage, nor does it synergise attacks or abilities, it can't use consumables effectively and does nothing to mitigate or remove negative effects. Most importantly the AI will let you off the hook and this is something I look out for in my games because I know another player won't let me escape when I make a mistake because this shows me where I need to improve. Personally I feel its this that leads to new players not really learning or being forced to adapt so any change to the standard is a massive shock and a giant step in difficulty. It's not the games suddenly more difficult, its the skill and practise at adapting that's just not been needed.
As for a fix, as has been said above, information and I'd really love the actual mechanics to be accessable in game via the game, because when I was a new player my biggest issues all came from the mechanics not being explained or viewable.
This is very true but i was still talking about level 0 warbands where UD brings terror.
Terror/fear rarely affect more than 1 unit at a time, and if that unit is a hero, the effects don't last long. Their henchmen are all unarmored, Necromancer is a joke, so is the Dreg. Thrall and Vampire are nothing spectacular, just a little bit tougher than your regular heroes.
I have also levelled a few Undead warbands, and I cannot remember a single fight where Terror would have been the deciding factor.