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Poet is less useful, imo, especially in Survival Mode, where you wanna keep you Heroes as untouched as possible.
I find the Poet very difficult to use effectively in the main game or Survival mode. Unless you happen to be in a situation with an enemy with very high level strength and one of your team near death it's a useless ability, and so a wasted slot in your team (plus often the character you use Tale Worth Telling on will die before acting if you don't carefully consider turn order). I've found the Poet so useless I've never actually tried levelling him up, so maybe I should also give him a chance one game :-)
But I think you should always have a Mender on your team, they're invaluable IMO, much better than Poet or Wanderer.
The tactical problem with Tale Worth Telling is that even in its most optimal use, i.e. being in a situation you ideally wouldn't want to be in the first place, you at best maintain turn parity and don't actually come out ahead. At least other situational buffs like Zefyr's ruinic gale has some payoff when you have 4 tile varl that can eat buffs like pac man and the RNG gods bless you with the buffs and positioning you wanted.
Insult is... I guess "usable" in survival mode since the turn order is predictable. It's not very reliable in story mode turn order as the battle goes on though. And honestly wouldn't you just rather have a horseborn stun (does armor break too!) or malice (and get a body block with a 4 tile armored varl) or rain of arrows (abuse the predticability of AI pathing) to achieve a similar effect and have a more well rounded character package?
I think one possibility to slighly buff these characters without being too outlandish lorewise is to change their attack to throwing daggers. Make it same short range as Oli's axes / Cantref. Skald's Song passive might actually be tactically usuable as a substitute for rally if positioning wasn't so restrictive. Heck, even Zefyr has spear range to poke enemies behind path blocking in a pinch.
There's certain characters that are so strong you just bring with you unless you doing a handicap run for fun. I'll admit it makes sense lorewise for legendary characters in the story to be OP, but I think the game would be more interesting/replayable if other characters were buffed so that there's more choices.
Throwing daggers would be much more interesting. Actually, Sparr has bow & arrows slung across his back?
One thought I had about TWT is to add a unique erfect to the base skill. If a character under TWT kills a foe while gaining a damage bonus from TWT of +3/+2/+1 (higher rank lowers requirement), they are filled with so much adrenaline from the epic kill that they can dodge with 100% chance the next strength/armor attack, whichever comes first. My line of thinking is that in a lot of situations where you might use TWT, the character is probably going to die or at least get wrecked before they can move again.
The untouchable buff disappears after dodging the first attack or when the turn order cycles back to the character who made the kill. Does not dodge passive degeneration effects like poison or passives like splinter. Killing multiple enemies that qualify while under TWT still only yields one usage of the buff (crits on tempest, frenzy). However, I think to make the proc less dependent on crits or puncture, finishing blows by sunder passive could still qualify as long as the varl had the damage boost requirement. Same thiing for guts on the 1 str pings.
As a side effect in a few scenarios, it would be possible to have some value in proactively using TWT with some armor breaks on high str enemies followed up by a crit build character. The untouchable buff can sort act as a free action to help temporarily offset for one turn the story mode mechanic that punishes you for proactively killing enemies. I normally don't take artery strike or puncture talents in story mode because it's mostly RNG except with pig sticker, and RNG killing an enemy by accident is usually bad with story mode turn order.
Your discussion about more proper Skald stats gave me the idea that maybe the Poet's WIL should also come into the formula, somehow like Menders' Mend. For example, +10% CRIT to buffed ally for each point of WIL, or something.
I honestly expected the Skalds' abilities to be some of "aura" type, maybe affecting all the party. For example, +1 to {Resist or Absorb or ARM} or +10% to {Dodge or Deflect or Crit} etc. That is, a small bonus to all party members, lasting for one Round.