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Sellsword: 55 HP, 95 Fat, 40 Res, 105 Init, 63.5 MA, 48 RA, 9 MD, 9 RD, 35 Wage
Hedge knight: 67.5 HP, 107.5 Fat, 41.5 Res, 94.5 Init, 62.5 MA, 37 RA, 8 MD, 2.5 RD, 35 Wage
Raider: 55 HP, 96 Fat, 33.5 Res, 105 Init, 63 MA, 39.5 RA, 8 MD, 8 RD, 28 Wage
So the sellsword has lower health and fatigue, higher iniative, slightly higher melee attack & defense, and significantly higher ranged attack & defense.
I guess I agree that the extra 12.5 HP and 12.5 Fat on average makes the hedge knight a better choice, for me. The ranged abilities are better but for ranged you go with a hunter.
As far as I know, people tend to buy Sellswords for duelist builds, but I've never made a duelist build. I like my armor.
What do you mean exactly? You could always fire over-the-shoulder since early access.
I do not recall ever playing when that was not a feature and I was playing on early access so that might have been very early in early access when there was still neutral towns and the likes.
In any case im surprised to see this popping now.
As for sell swords, it seems like maybe they have a problem of needing good rolls to be worth it.
Arguably there are some backgrounds that can be good, even if they only have OK bases, stars, traits and level ups
And then there are many more backgrounds who have to get good-great rolls in order to be good.
A mediocre hunter can still be worth the money.
A mediocre hedge knight might not be worth the money, but he will still often be a decently powerful character.
But a mediocre sell sword is arguably just not very good at all, depending on the role you havein mind for him.
And yet, it's expensive to roll for a good one.
a hedge knight is great b/c you can get away with no colossus and no fortified mine which you might have to take if you get a farmer with 25 resolve to get close to the 50 number most people want.
if you want value i would search for wildmen but they are very rare. also takes into account most hedge knights start at lvl 3 or 4 and come fully geared for the most part so how much does one level up mean to you?
if your squad has overall poor accuracy and getting a hedge knight with starting m attack at 65 and one melee defense star might be a good upgrade at say day 100 when you still might have mostly fodder for recruits. and say your average level of your squad is lvl 7 having a recruit start at lvl 4 he isn't that far behind the rest. and a visit to the trainer he could surpass the other guys in rarely short order or at least catch up.
so by being able to skip 1-2 perk points ie colossus fort mind etc lets that guy pick up 2 extra perks your other guys maybe wouldn't have access to. maybe can take headhunter or executioner in additon to the normal reach advantage berserk killing frenzy or maybe he has iron lungs and can forgo the recover perk. thus giving me maybe as many as 3 extra perks.
personally i would want to get a full team to lvl 11 and geared in at least 250/210 gear before thinking of hedge knights. every 5k gold could gear a new front line member where as 7500 for hedge knights might or might not be good. and if he dies first battle that 7500g investment really hurts.
then slowly add in premium members once i have a team in place to babysit that hero.
And the only point in hiring anyone except wildmans and hunters is the lack of wildmans. So in mid game you have to hire inferior backgrounds like three above.
Hedge Knights are the most expensive background - higher daily wages dont automatically make the most expensive...