Discussion in 'Open Discussion' started by Marquand, Jul 25, 2017.
I'm not saying lots of shooting but bows becomes practically no shooting before long in this game
Getting close to our existing design doc! It is really fascinating seeing what every one thinks. Generally as a design rule we want to start with a cool captain for each warband who then hires "young blood" level troops and develops them over time into the more specialised units with skills and stat upgrades. For example Black Skaven and Assassins are just levelled up Verminkin. If there is anything way out wacky it will end up being a unique hiresword. Undead will be the trickiest as it is the only warband where the next hero cant be promoted to leader...or is it.
Okay getting redundancies from a administrator. I picked up on the idea already.
Human Mercenaries: Captain+Warrior/Marksmen
Sisters of Sigmar: Matriarch+Sisters
Witch Hunters: Witch Hunter Captain+Zealot/Witch Hunter/Flagellant?
Cult of the Possessed: Magister+Mutants?
Problem is that means you take away most of the details. Cult of the Possessed without Possessed, Dark Souls, and Beastmen isnt much but worse Human Mercenaries. Undead without Undead is a contradiction. Witch Hunters without Flagellants is just worse Human Mercenaries. Sistsers of Sigmar without holy spells are worse Human Mercenaries.
Its already a problem that skaven lack giant rats or rat ogres.
Totally agree. Every warband needs to have what was in the original table top or more , the exciting thing is being able to use the advancement system to be part of the journey. You should see enough rat ogres and giant rats by the end of the month to last you a lifetime
But how will they be balanced? In the metagame armor is so broken that anyone without access to armor, mostly frontline characters like Flagellant and Rat Ogre need much higher Wounds so they arent easy targets.
Any future additions, well I cant see them before they are released so there are complex thoughts of both eagerness and dread that it will be broken in this game. Its just a a fundamental problem that any changes between Mordheim and Warband SKirmish remove the original balancing factors.
Gotta have armor for everyone!!!!! Figure it out. Shouldn't be impossible since it's a mix of toughness and armor from the original
Oooh also does that mean upgrading dregs to necromancer?
SIgh, okay Legendary-Games changes to how Wounds and Defense work were bad idea because it means they cut out Toughness and remove any balance. Strength doesnt even properly lower Defense like it should.
Characters shouldnt all have armor. Im still angry that armor is broken in this game especially when in Warhammer and Mordheim its generally mediocre for everyone that isnt mounted because of how easy it is to negate.
The characters that dont have armor should have higher Wounds than normal. Rat Ogres and future "big monsters" should have about 3 times as much. Flagellants should have double. Beastmen should have 150% as much as they can use armor.
You can get one per skaven, though only one seems to be available per post battle sequence. Available in additional "animal" equipment slot. Don't know what their stats are since there's only fluff text. Seems GR initiative is 40 or mayby little more.
Giant rats start autonomously and are controlled by AI. They move towards the closest visible enemy.They charge when in range. My rat charged a unarmoured marksman, dealt 4dmg (critical) and than died from 5dmg (6?) critical from said marksmen. After the battle I got info that: Giant rat was killed!
Now I'm convinced that.... nevermind.
Ive seen the Wardog in the shop and found out that the human Captain character can learn Animal Training in the Academic skills. For me that just means I want to find a Horse for increased movement and higher defense.
Wardogs were either a piece of equipment or actual warband member depending on the warband but you, the player controlled them.
Following up on the idea of Zombies earlier in this thread Giant Rats and Wardogs could instead of have been placeholder units. There are 7 legitimate character slots. Having them filled out with free units would help early warbands by giving them fodder units, and then you could pay to replace them with more effective living characters. Those living characters would then proceed to do what characters do now, get experience, buy armor and weapons.
I've bought 4 Giant Rats for my gang so far. They die at 4 health, attack for Shieldzero damage, and the AI sends controls them poorly. I am not impressed. And no stats of info beyond the gold cost. I'm really starting to dislike buying troops/items as an experiment to see how they perform without ANY background/stat info. I'm not into playtesting wth my EXP advancements while paying money for the game.
Im posting this because that last message about giant rats is that same as over there. MORE INFORMATION PLEASE. i still want to see actual patch notes to know what new content, bug fixes, and gameplay nerfings happen.
That actually is a higher priority than making future warbands as otherwise once they come out there will be no information unless people immediately buy them, test them heavily, and then post their findings on this forum. And thats after the official testers try to fix the problems.
Edit: the clarify, I think there needs to be better system of recording and accessing information, like a Legendary-Games sponsored Wiki with information about everything ingame as well as an ingame tool to access the equivalent. a Mordheim Warband Skirmish "Library" basically.
I know this is off topic but ive been trying to get the wiki going but there like no comunity intrest like that at all, we have the raw datadump for the human weapons but noone is realy working on it, i did a bit after skaven upgrade, i know overwatch did some as well as morjax.
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