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Boznich

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  1. This is very true regarding the shields and I guess there's probably room for some buffs in the early game. Rather than enhancing built in abilities of the class it could be something like offering more early game weapon based abilities that allow you disable the shields so you can use your focus based follow up attacks, similar to the shield hook ability that comes with the Shotel sword. I assume you probably did the same but I basically would avoid the shielded characters with my Veles class and leave them to Princeps and Triarius classes to deal with. I agree that the shields massively disadvantage the Veles but they essentially disadvantage every single class including archers in so many situations. The only damage archers can do to shielded characters from memory is fire damage which is often better applied elsewhere. As the Veles is a light class I used it pretty much exclusively to stiffle attacks from enemy sagittarius and triarius classed due to the fact that these classes are heavily disadvantaged when in base to base contact with any enemy. Both of these classes usually have to incur attacks of opportunity to use their weapon sets which can hopefully help to get that extra damage in. I'd essentially use sagittarius and veles classes to deal with all the non-shielded characters whilst my princeps and triarius classes are breaking shields and shredding armour. As much as this game is not really a demonstration of authentic historical fighting tactics I do like how it would borrow from the idea of having your princeps shield to shield against enemy front line troops, your triarius behind them with their reach and extend abilities delivering damage over their shoulders whilst your sagittarius and veles classes deal with all the auxilaries.
  2. Have about 90 hours logged in the game and have some thoughts on quality of life improvements for the game. Firstly I want to say the game on launch felt really polished, engaging and overall delivered a lot of fun. However, with some small tweaks there could be some really good improvements on the strong foundations. Display tactical equipment and character abilities on character selection screen: Whenever you're selecting characters for an encounter you can see things like health, damage, crit chance, etc. but you don't get to see other crucial information like what abilities they have assigned or what tactical equipment they're carrying. This can lead to situations where you don't bring enough characters with bandages, fire based devices or whatever it might be or you have one character that has a particular ability unlocked but another one that doesn't that would be tactically beneficial to the situation. In surprise encounters you can't navigate back to check who has what equpped so adding this in would definitely eliminate this problem. Warning symbol for walking over calthrops similar to walking through fire: This could be done in two ways. These items could be highlighted similar to the way that treasure/enemies are highlighted or a warning symbol could appear showing you'll incur damage by navigating through that path. With lighting, weather, and other effects like oil and various other elements stacking together it can be hard to see where you've thrown your calthrops at times. Increase ability to zoom out slightly: In certain situations it would be very difficult to tell if your archers could target certain characters due to limitations of the camera orientation, usually how far you could zoom out. Increasing this would make it easier to make better tactical decisions in regards to your archer placement. Game objects preventing damage or attacks to certain characters: This didn't come up too often but once it was tactially advantageous to me to place a rally banner on top of a character I had to kill. As this was a friendly object I wasn't allowed to kill the incapacitated character because the game considered it as me wanting to attack a non-hostile element. It would be better if the game prioritised incapacitated characters over placeable objects. Weapon modification simplification and adjustment of how resources are consumed: The weapon modification system isn't overly intuitive and can lead to you thinking you're about to change the modifier you want but instead modifying something else and locking in an ability you did want to change. Additionally, rather than having to change multiple dropdown menus and recraft each time you want to change one thing, the resources could increase based on the number of things you want to change. E.g. 10/20/30 pristine metal needed based on number of modifiers adjusted. Essentially this allows you with one click to lock in your perfect weapon build rather than multiple clicks which can accidentally reset values you want to keep. Also user Outlander36 had some good points of feedback which can be found here, just thought I'd link so it's included as part of one thread:
  3. I also experienced this. Additionally I had an issue where this character corruption issue occured when my character was assigned to the garrison for recruitment during the Egypt campaign. My game had some sort of glitch where it simultaneously treated him as unassigned from the garrison (not visible in the outpost assignment screen) but also assigned to the garrison in all the other menus (inventory, garrison party screen and selection for encounters). This meant I could never bring him into any engagement and could also never dismiss him from my Praetorians. In larger scale battles this prevented me from bringing my full set of praetorians to the encounter.
  4. In response to your comment about the Veles class: I can understand where you are coming from in the early - mid game but in the late game the Veles class can be pretty devastating particularly with all of the abilities and other character buffs that can stack together on it. The Veles in the late game (with the right abilities) is basically your opening insta kill class. In the early game it's challenging because you have no focus to use and have to start by attacking enemies to earn focus, putting you in danger due to limited armour and defence plus low attack damage. However, the thing to invest in is the born ready ability which gives you 30/60/100% focus as you level up at the start of fights making your abilities immediately available to you. Kitted out with the right weapons, some decent armour and talismans I had Bestia starting out every engagement with 22+ focus and never really dropping below 10 based on how often you can attack to get it back. As an example of how the abilities stack together in the late game: Cheap shot grants you 100% crit chance on your first hit Sneak attack grants you 50/100% extra damage on your first two turns depending on ability investment Assassinate increases damage by 40% against leaders First strike against full health players gives 50% extra damage Marathon means you can sprint to literally anywhere in the entire battle area whilst retaining all your actions Tactical advantage means you don't trigger attacks of opportunity Prowling doubles critical chance and increases dodge Rush gives you back your action point In the late game once you have the born ready ability upgraded you can potentially one shot enemy leaders as the first thing you do. You apply cheap shot for guaranteed crit hit, you apply tactical advantage to avoid attacks, you then use marathon to run up to literally anybody you want to kill and then you use sneak attack on top of all the modifiers you've just earned yourself. You can also augment all of the killing potential in other ways too. If you have a triarius in your team you can use the war horn ability before you send him out to give 25% extra damage and you can even reset action points as well whilst still maintaining the prowling advantage due to the range at which the Inspire ability works. You can equip your Veles with Pilum so you can get close to your target, shred whatever armour they have before devastating them. Alternatively you can equip the rally banners and place them just short of your target to give yourself additional damage in the area that you're about to unleash your attack. If the above attack doesn't instantly kill whatever you've just targeted, you can literally regain your attacks with Rush meaning you can attack again, you'll also have the shiv ability to add in some final damage and with tactical advance already applied you can simply disengage without penalty giving you plenty of room from whatever is about to counter attack you. If you have a weapon set that allows you to disarm you can even do that as well meaning that if all of the above fails the closest target can't even attack you back. This is also if you're intending to kill one high health/armour target. The Veles in the late game can become the ultimate crowd controller based on how easily they can deal out around 20 - 30 damage in a single hit. You can either target archers directly or march them into crowds of low level infantry and with the regain action point mechanic you can one shot target after target after target if positioned correctly. An archer weakening all of the low level infantry beforehand makes this super easy. In terms of your comments about flanking targets I agree it's often tricky to get the positioning right. I'd usually overcome this by simply placing my Princeps characters in the middle of a group of enemies. Once they're in direct contact I'd work out which side of the enemy I'd need to strike from, apply tactical advantage to move there and then get the flanked advantage plush the damage bonus from my weapon set with the backstab ability. Obviously this isn't always possible but if it isn't I'd often be roaming my Veles around so that I can engage when it suits rather than trying to kill something on every single turn. I say again, I initially thought it was a really weak class but as the game evolves the class almost becomes an essential component. Apologies for the huge wall of text and I am certainly not writing this to attack you or anything like that. I just personally feel that the Veles class is actually in a fairly good balance spot when considered against all of the ways you can augment damage and provide ways for it to keep dealing damage beyond its initial turn.
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