Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
We cannot create new conditions, so we must use those that are already in the game which ends up making some skills have awkward triggers.
The only problem with "Too Many Active Skills" is that it overbuffs Foe Seeker, the actual problem is the Vigour aspect because the minimum replenish is 1% per second, the game doesn't allow any lower than that, so Foe Seeker essentially becomes Perfect Vigour and I think this trait is too strong to be given to every random Lord or Hero. Luckily I made a submod that fixes that
I do not play with all the races so there are some that weren't implemented yet. There are some activation triggers which are not ideal, that's because we cannot create new triggers and must use the ones already in the game making some activations not ideal but there's nothing we can do.
I turned foe seeker into a passive with altered stats in my other mod because there is no good condition for it to activate. As far as I know we cannot create new trigger conditions, we have to use those already in the game so there is limited flexibility.
I don't think any RTS should emphasize APM over Tactics, which is why I prefer Company of Heroes 2 competitive scene much more, no high APM needed.