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DX12 gave me another 25 FPS in the benchmark. I'll take it!
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# ? Jun 30, 2016 15:01 |
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# ? May 15, 2024 01:02 |
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hemale in pain posted:If they put a tiny amount of effort in to it you can avoid most of the really bad cheese but they don't. Most of the pure cheese strats are basically really easy to beat if you can guess it's coming or if you take it into account when building your army. If they got rid of it, where would I get my free wins crushing cheese on ladder?
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# ? Jun 30, 2016 15:01 |
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John Charity Spring posted:http://store.steampowered.com/app/404011/ quote:New random, global campaign events that generate greater carnage in battle I wonder what this could be
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# ? Jun 30, 2016 15:07 |
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Mukip posted:DX12 gave me another 25 FPS in the benchmark. I'll take it! What card, what cpu and what framerate before?
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# ? Jun 30, 2016 15:08 |
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Triskelli posted:Part of the advantage of Blood Knights compared to Black Knights is that they didn't crumble (because they're vampires, and not reanimated by the wizard leading the army). Having a unit that actually retreats would be amazing compared to your Terrorgheist spontaneously combusting as soon as it's surrounded. Which edition was this? Every edition I've played had vampires crumbling rather than taking leadership tests. They're still undead after all.
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# ? Jun 30, 2016 15:09 |
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xthetenth posted:What card, what cpu and what framerate before? R9 290 and Xeon E3 1230. Previously it was 45, then went up to over 70 on ultra settings.
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# ? Jun 30, 2016 15:11 |
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Mukip posted:R9 290 and Xeon E3 1230. Previously it was 45, then went up to over 70. Oh sweet, that's real similar to what I have, and much more than 40 or so wasn't really worth chasing because it seemed CPU limited.
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# ? Jun 30, 2016 15:13 |
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Korgan posted:I wonder what this could be It'd be pretty funny if you'd just had a bunch of Khornate demons randomly drop into battles every now and then
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# ? Jun 30, 2016 15:14 |
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The chaos dragon seems alot better now. It got I think +30 or 25 armor over what it used to have and now does the breath attack animation way more often so your two headed buddy is constantly puking pink fire on everything.
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# ? Jun 30, 2016 15:17 |
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Bloodknights are a hell of a lot stronger than Reiksguard, though? Reiksguard have +10 armor, +5 LD, and +4 wpn damage, vs the BloodKnights with: +9 Speed, +12 Charge, +2 Melee Attack, +10 Melee Defense, Frenzy, +24 vs Large, and a passive ability that gives them +22% missile resist when not in combat. Blood Knights are easily the strongest not-catbird Cavalry in the game. Keep in mind that massive bonus vs large applies to other Cav as well, you can use Bloodknights to butcher opposing cav and then harass with impunity. In other news, I've been looking at the balancing adjustments and most of them are extremely minor. Most non-mounted units got +2 melee defense. Goblin Archers didn't actually lose damage that I can see, the only change to Spider Riders was bringing them in line with goblin bows, and the Flame Cannon got +10 range (sigh) along with a hefty damage buff. Didn't notice any real change to Lord passive skills, but Foe-Seeker and Deadly Onslaught got changed quite a bit, much longer durations/cooldowns and Onslaught doesn't buff vigor anymore. I imagine most other active combat skills had similar changes. Gelt still sucks rear end far as I can tell, gonna check if they nerfed Final Transmutation and report back.
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# ? Jun 30, 2016 15:17 |
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You can also heal Blood knights in battle and the vampire healing spell feels like it heals a fuckload more now.
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# ? Jun 30, 2016 15:24 |
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Yukitsu posted:Most of the pure cheese strats are basically really easy to beat if you can guess it's coming or if you take it into account when building your army. If they got rid of it, where would I get my free wins crushing cheese on ladder? I've never gone into multiplayer so I don't know these "cheese strats" since nobody ever elaborates on it. What sort of cheese should I come to expect?
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# ? Jun 30, 2016 15:25 |
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NT Plus posted:I've never gone into multiplayer so I don't know these "cheese strats" since nobody ever elaborates on it. What sort of cheese should I come to expect? Demigryph spam (easy to counter, nerfed so it'll be replaced), vampire deathstar (wraiths, necromancer, buffed will be even more around), crypt horror spam (nerfed, probably dead) general sniping (all factions, been in total war since all of them). I think some people were complaining about some orc comps with all giants but I've never seen it and assume it only works against vampires.
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# ? Jun 30, 2016 15:29 |
NT Plus posted:I've never gone into multiplayer so I don't know these "cheese strats" since nobody ever elaborates on it. What sort of cheese should I come to expect? Literally everything I do. Beaten to the real definition. Basically don't panic and it should be a free win. Also never quite really, someone posted 3 battles a couple days ago and good opponent just quit, despite our goon being fairly certain of defeat. Don't quite if you have units.
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# ? Jun 30, 2016 15:32 |
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Ah ha ha ha ha, they actually nerfed Gelt. Final Transmutation overcast version now does about 1000 damage, used to do 1600. This was a spell that used 24 power and a miscast chance to use, mind you.
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# ? Jun 30, 2016 15:33 |
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Actually I'll just quote this dude from the official forums for undocumented patch changes:quote:Ok decided to start with special ability phases, (note stat changes, cooldowns, and a few other things are held elsewhere i'll get to them next):
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# ? Jun 30, 2016 15:39 |
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So basically overall nerf to direct damage, buff to army buff abilities. Light and Vampire schools look substantially stronger, and Death is now substantially weaker. Metal still sucks.
Fangz fucked around with this message at 15:48 on Jun 30, 2016 |
# ? Jun 30, 2016 15:45 |
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Obviously results may vary due to terrain, bad charges etc, but pitting the Blood Knights against high tier monsters/cavalry, the knights are definitely up there, even managing to eke out a win against demigryphs with halberds. Their only loss was against the big spider, with only aforementioned Halberdgryphs looking pretty close.
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# ? Jun 30, 2016 15:50 |
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Doubled the effect of the vampire healing spell uh oh
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# ? Jun 30, 2016 15:52 |
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Cairn Wraiths + heal are crazy now. Oh you got me to 50% health? Poof back up to full in one cast.
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# ? Jun 30, 2016 15:56 |
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ChickenWing posted:Don't higher tier growth buildings also increase replenishment? I'd consider keeping them in border regions so your armies get back up to fighting strength quicker. It is, though I think only tops out at like 5%. Personally it's not significant enough to keep for just the recovery bonus vs simply getting more money every turn.
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# ? Jun 30, 2016 15:58 |
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Fangz posted:So basically overall nerf to direct damage, buff to army buff abilities. Light and Vampire schools look substantially stronger, and Death is now substantially weaker. Metal still sucks. The weirdest thing is that Spirit Leech is probably the least nerfed direct damage spell despite being the most effective, it ate about a -20% damage effect while a bunch of already overpriced spells took a -30-40% damage cut.) Also, School of Vampire is probably the new best Lore in the Game with buffed healing, a really strong projectile, the best vortex in the game (Wind of Death) and some decent utility spells. So Vampire Supremacy pretty much continues unabated.
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# ? Jun 30, 2016 15:59 |
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Well, Kemmler start doesn't suck as much any more. This is probably necessary to balance Lore of Death and Lore of Vampires relative to each other (and by extension, vampire lords and necromancer lords). I guess we'll have to wait for future patches to make vortex/bombardment spells more significant, which would resolve Metal's issues/hard counter death stars. Edit: I think the 80% duration buff to Net of Amyntok is gonna be huge. Fangz fucked around with this message at 16:06 on Jun 30, 2016 |
# ? Jun 30, 2016 16:01 |
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Troll damage was slightly decreased instead of increased hahahaha!
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# ? Jun 30, 2016 16:05 |
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Honestly, I don't even know what it would take to make metal good at this point. They already nerfed the previously kinda good but massively overpriced capstone spell Final Transmutation. From there it's just sorta ok buffs/debuffs and the two shittiest bombardment/vortex spells in the game. Literally 3 out of 6 spells are the shittiest Direct Damage/Bomb/Vortex spells that exist and the other 3 aren't nearly good enough to make up for that. Even if they bump up the usefulness of those spell types generally I can't see any scenario where Metal isn't still the worst magic school in the game. madmac fucked around with this message at 16:10 on Jun 30, 2016 |
# ? Jun 30, 2016 16:08 |
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madmac posted:Honestly, I don't even know what it would take to make metal good at this point. They already nerfed the previously kinda good but massively overpriced capstone spell Final Transmutation. From there it's just sorta ok buffs/debuffs and the two shittiest bombardment/vortex spells in the game. Even if they bump up the usefulness of those spell types generally I can't see any scenario where Metal isn't still the worst magic school in the game. Well, I can imagine some major increases to searing rain's damage. That would make a difference. I'm pretty happy to see Direct Damage being nerfed overall. Even with Final Transmutation, I think 'wait X levels, then you get to pretend to be a Death wizard' is a lousy workaround to a deeper problem. Direct damage should balance being unavoidable, by being less cost-effective/damaging than other magics. Fangz fucked around with this message at 16:17 on Jun 30, 2016 |
# ? Jun 30, 2016 16:09 |
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Molay's take on Metal is pretty decent. Tearing 80 points of armor off a lord or unit is just such an awesome 'gently caress you' spell.
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# ? Jun 30, 2016 16:13 |
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Ideally, Metal's damage spells would fit the Armor Piercing role. Lower damage base, but entirely AP. While you would use other lores to tear apart chaff or artillery crews, Metal is best used targeting elite high armor units. This is the role they have on the tabletop, ignoring armor saves and being more effective against high armor values
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# ? Jun 30, 2016 16:17 |
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Is there a mod yet that attempts to make spells roughly equivalent to each other, without overall buffing their effectiveness? (i.e. not Molay's)
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# ? Jun 30, 2016 16:25 |
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Fangz posted:Is there a mod yet that attempts to make spells roughly equivalent to each other, without overall buffing their effectiveness? (i.e. not Molay's) What do you mean by that? As in without boosting the overall strength of spells (so make all spells roughly as strong as the current strongest spell)? Or reducing strong spells and buff weak spells to some current average? Because there's no way to make all spells equal to each other and effective without buffing some of them
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# ? Jun 30, 2016 16:27 |
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Fangz posted:Well, I can imagine some major increases to searing rain's damage. That would make a difference. I do agree with nerfing Direct Damage overall, but the thing with Final Transmutation is that it was literally not worth casting unless you overcast it, and that was 24 mana for one use. That was before, at the height of it's previous glory of being a spell someone might conceivably use once per battle and supposedly the most powerful spell Lore of Metal had to offer, and it does 40% less damage now. It wasn't even good, and now it's total poo poo. It was also different from the death spells in that it did (potentially) a lot of spread out damage instead of wrecking single units, so it was never really a problem. While Searing Doom does need to be buffed, I'd much rather have expensive/powerful/swag spells be more effective instead of putting all the emphasis on the spirit leeches and fireballs in the game, which is what we've got right now, most of the best spells are the first spell you get, because they're actually cost effective. quote:Ideally, Metal's damage spells would fit the Armor Piercing role. Lower damage base, but entirely AP. While you would use other lores to tear apart chaff or artillery crews, Metal is best used targeting elite high armor units. This is the role they have on the tabletop, ignoring armor saves and being more effective against high armor values This is definitely a missing thing. Searing Doom for example does 13 damage/7AP damage per missile. It's effectively a rain of crossbow bolts but worse, because the angle of attack guarantees that almost all of them will miss, and the odds of any single model taking more than one missile is extremely low, so in effect the spell really does do nothing at all. It's strictly inferior to a single volley from pretty much any ranged unit in the game.
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# ? Jun 30, 2016 16:28 |
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madmac posted:While Searing Doom does need to be buffed, I'd much rather have expensive/powerful/swag spells be more effective instead of putting all the emphasis on the spirit leeches and fireballs in the game, which is what we've got right now, most of the best spells are the first spell you get, because they're actually cost effective. Yeah, this is what I'm abusing on Archaon in my chaos campaign. Dude throws fireballs like Super Mario
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# ? Jun 30, 2016 16:31 |
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Kaza42 posted:What do you mean by that? As in without boosting the overall strength of spells (so make all spells roughly as strong as the current strongest spell)? Or reducing strong spells and buff weak spells to some current average? Because there's no way to make all spells equal to each other and effective without buffing some of them I guess I just mean 'pick some mid point of an average spell, and balance everything to be roughly equivalent in usefulness to that'. I'd probably point to hmm, maybe Doom and Darkness for this, as a spell that is worth using but not overpowered.
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# ? Jun 30, 2016 16:33 |
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Kaza42 posted:Ideally, Metal's damage spells would fit the Armor Piercing role. Lower damage base, but entirely AP. While you would use other lores to tear apart chaff or artillery crews, Metal is best used targeting elite high armor units. This is the role they have on the tabletop, ignoring armor saves and being more effective against high armor values Molay does this with Searing doom and its great watching chaos knights charge into some swordsman and get melted by magic. Or really just for the Arachnarock in the quest battle. Dre2Dee2 posted:Yeah, this is what I'm abusing on Archaon in my chaos campaign. Dude throws fireballs like Super Mario I hope you get the fireball ring for double the fun.
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# ? Jun 30, 2016 16:49 |
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quote:Mork is now considerably Morkier. It's about drat time. Anyone know what this actually means?
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# ? Jun 30, 2016 16:55 |
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Jihad Joe posted:Anyone know what this actually means? Increased both the Cunning and Fightyness stats of Greenskins across the board, except for the Gork aligned units.
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# ? Jun 30, 2016 16:57 |
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I checked and they actually applied the buff to the Gork units. ugh.
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# ? Jun 30, 2016 16:59 |
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jfood posted:Increased both the Cunning and Fightyness stats of Greenskins across the board, except for the Gork aligned units. They instead get an increase to their fightyness and cunning stats.
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# ? Jun 30, 2016 17:00 |
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So they buffed the speed of chaos warhounds by 1. Which doesn't actually make them able to catch marauder horses since you still end up chasing them all the way to the map's edges before you catch them so they are basically still in the exact same place they were before.
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# ? Jun 30, 2016 17:02 |
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# ? May 15, 2024 01:02 |
Rygar201 posted:Which edition was this? Every edition I've played had vampires crumbling rather than taking leadership tests. They're still undead after all. Eighth Edition, which TW:WH is based on. There's a special rule called Vampiric that keeps them from crumbling when the general dies. I guess leadership tests still caused a drop in health.
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# ? Jun 30, 2016 17:05 |