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lore of angry green fart clouds
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# ? Jul 17, 2016 17:15 |
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# ? May 19, 2024 09:12 |
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Kainser posted:New lore of magic Hmm, so an explosion spell, a cone blast, 2 combo DOT/debuffs, one for groups and one for single targets, a huge single target buff that also causes damage, and summon a freebie Cygor once per battle. Not the most versatile or visually impressive lore but probably pretty strong TBH.
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# ? Jul 17, 2016 17:21 |
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Tiler Kiwi posted:lore of angry green fart clouds I've been around flocks (Herds? Murders?) of goats before and this is accurate. If the Cygor is any better than a 700 point unit I'm going to be very cross, and it likely will since 700 won't even buy you a gaggle (run? pack?) of trolls. Yukitsu fucked around with this message at 17:24 on Jul 17, 2016 |
# ? Jul 17, 2016 17:21 |
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Its a shame that some of the spells suggests quite a different thing rather than what they actually do ingame, that Traitor Kin name and text screams "temporary turncoat spell" but instead its just a slow debuff/direct damage spell. That spell before it seems to say "turns the enemy unit rabid" which could make them attack their own too but instead its a leadership debuff/group direct damage. I get that having those actual spells in might be OP and be a massive amount of work but it just feels off. Oh, also that the cygor needs to be in a 19/20 army, a bit weak but i get it, the Balancing alone would be crazy off otherwise. Still glad i bought the DLC beastmen braaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaay irl whenever i see them models because i am a degenerate.
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# ? Jul 17, 2016 17:23 |
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Yukitsu posted:I've been around flocks (Herds? Murders?) of goats before and this is accurate. I don't think I've ever smelt anything else as awful as a billy goat in my life, so yeah confirmed. quote:Its a shame that some of the spells suggests quite a different thing rather than what they actually do ingame, that Traitor Kin name and text screams "temporary turncoat spell" but instead its just a slow debuff/direct damage spell. From what I've read about Lore of the Wild it was full up on lovely situational spells with really weird mechanics that had basically no chance of being ported over. Like traitor-kin would cause mounts to attack their riders (Good luck figuring out the stats on that even in TT!), that Scream-spell would give a single unit a one use immediate breath attack, the Cygor summon spell was linked to the caster, preventing them from casting spells and sharing damage, ect. I was pretty curious to see what they did with Lore of the Wild since Beastmen were announced since it seemed completely unworkable really. madmac fucked around with this message at 17:29 on Jul 17, 2016 |
# ? Jul 17, 2016 17:25 |
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Gejnor posted:Its a shame that some of the spells suggests quite a different thing rather than what they actually do ingame, that Traitor Kin name and text screams "temporary turncoat spell" but instead its just a slow debuff/direct damage spell. out of curiosity, I went and looked up some of the WFB effects of the spells and ehhh traitor kin, for instance, made beasts attack their controllers/riders which on top of requiring the game to keep separate stat lines for mounts, would require a lot of, well, fiddly poo poo to get working, and its a fiddly spell that is difficult to balance. it doesn't actually do any turncoat stuff even in WFB. Devolve is a "fail leadership, take damage with no armor save" check so turning into a straight leadership debuff is a bit eh but its probably better than the TT version actually. most of the spells in WTW are at least fairly identical in terms of intent/effect, but with a lot of the more esoteric bits shaved off and the effects more streamlined/standardized, which I'm not really opposed to. the summon spell, for instance, is a lot more complex on the tabletop (and a lot less useful, for that matter, due to that). commentary on beastmen TT spells if youre curious: http://hoodlinghole.blogspot.com/2012/07/lores-of-magic-lore-of-wild.html
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# ? Jul 17, 2016 17:29 |
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Would have been neat if traitorkin was an explicit 'deals damage to mounted enemies' spell.
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# ? Jul 17, 2016 17:34 |
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madmac posted:From what I've read about Lore of the Wild it was full up on lovely situational spells with really weird mechanics that had basically no chance of being ported over. Like traitor-kin would cause mounts to attack their riders (Good luck figuring out the stats on that even in TT!), that Scream-spell would give a single unit a one use immediate breath attack, the Cygor summon spell was linked to the caster, preventing them from casting spells and sharing damage, ect. Tiler Kiwi posted:out of curiosity, I went and looked up some of the WFB effects of the spells and ehhh Ah okay, im glad to see that CA's actually one upping the TT's spell in this way, also i must say when looking on devolve its really quite interesting from a TWW angle. It lowers leadership in area of effect AND gives a direct damage dot as well? Highly resistable but that sounds amazing vs say, wraiths. Tiler Kiwi posted:commentary on beastmen TT spells if youre curious: http://hoodlinghole.blogspot.com/2012/07/lores-of-magic-lore-of-wild.html Please, as if im THAT big of a nerd..... I am. Gejnor fucked around with this message at 17:41 on Jul 17, 2016 |
# ? Jul 17, 2016 17:35 |
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drat, summoning a Cygor seems like a pretty drat good spell. Especially for multiplayer where you're not likely going to have 20 unit armies. beastmen op
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# ? Jul 17, 2016 17:36 |
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Perestroika posted:I hope they find a way to include this guy somehow: Is... is that an official SCRUNT?
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# ? Jul 17, 2016 18:05 |
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Incidentally, check out the spell cooldowns on that video, Viletide is the lowest cooldown at 34 seconds, everything else is roughly in the 1 minute to 1.5 minute cooldown range. Seems likely they've done some magic rebalancing for the next patch.
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# ? Jul 17, 2016 19:29 |
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madmac posted:Incidentally, check out the spell cooldowns on that video, Viletide is the lowest cooldown at 34 seconds, everything else is roughly in the 1 minute to 1.5 minute cooldown range. Seems likely they've done some magic rebalancing for the next patch. Thank god for that
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# ? Jul 17, 2016 19:33 |
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did they ever fix the issue where magic didn't scale with unit size properly so you'd completely annihilate dudes on the lowest size settings but you'd be basically useless against dudes on the highest size
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# ? Jul 17, 2016 19:34 |
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Babe Magnet posted:did they ever fix the issue where magic didn't scale with unit size properly so you'd completely annihilate dudes on the lowest size settings but you'd be basically useless against dudes on the highest size No and sorry but it's never going to happen so just play on Large.
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# ? Jul 17, 2016 19:38 |
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that sucks
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# ? Jul 17, 2016 19:40 |
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Babe Magnet posted:that sucks I mean, it might get fixed, but magic is only the tip of the iceberg when it comes to the various imbalances that emerge as unit sizes change.
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# ? Jul 17, 2016 19:59 |
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Just use mods.
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# ? Jul 17, 2016 20:44 |
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Only use tiny unit sizes for warhammer fantasy battles canon
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# ? Jul 17, 2016 20:59 |
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using raise dead to bring some zombies or skeletons behind a blob of infantry can already cause quick routes, I wonder how fast a giant smashing the rear with a rock will cause a route or if it's stats are bad and it just dies to any archers immediately.
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# ? Jul 17, 2016 21:26 |
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Ra Ra Rasputin posted:using raise dead to bring some zombies or skeletons behind a blob of infantry can already cause quick routes, I wonder how fast a giant smashing the rear with a rock will cause a route or if it's stats are bad and it just dies to any archers immediately. The Cygor is more of a walking catapult. He's decent in melee as those things go, but he's basically a single minotaur when those guys usually come in units of a dozen or so. On a rough guess, a unit or two of spearmen or something comparable will probably get him dead fairly easily.
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# ? Jul 17, 2016 21:38 |
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# ? Jul 17, 2016 22:19 |
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Yes. *nods sagely*
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# ? Jul 17, 2016 23:44 |
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If the beastmen campaign is anywhere on the level of Caesar in Gaul or Hannibal at the Gates none of you can stop me buying this overpriced baby-killing DLC that CA is forcing down our throats bad company bAD DEVS I do hope they go with just the right level of ham for the voice acting though. I enjoy dwarfs way more than I really should just for their short angry northerner voices Perestroika posted:The Cygor is more of a walking catapult. The Best Catapult
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# ? Jul 18, 2016 00:05 |
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think this was made by gork himself
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# ? Jul 18, 2016 00:18 |
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Mans posted:i want to see the lore explanation for this Gamesworkshop in the 80s and 90s designed everything in primary colours and while high on drugs
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# ? Jul 18, 2016 00:45 |
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Kitchner posted:Gamesworkshop in the 80s and 90s designed everything in primary colours and while high on drugs Ah, how we long for those Halcyon days.
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# ? Jul 18, 2016 00:54 |
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Mans posted:think this was made by gork himself Mork you mean.
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# ? Jul 18, 2016 01:00 |
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Perestroika posted:The Cygor is more of a walking catapult. I'm not quite sure CA is going to go to the extra effort to make it a ranged unit and I'm pretty sure it's just going to swing the rock around.
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# ? Jul 18, 2016 01:07 |
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Arcsquad12 posted:Mork you mean. WAAAGH! (charges Arcsquad)
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# ? Jul 18, 2016 01:09 |
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Ra Ra Rasputin posted:I'm not quite sure CA is going to go to the extra effort to make it a ranged unit and I'm pretty sure it's just going to swing the rock around. Why? They've not totally changed up models before.
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# ? Jul 18, 2016 01:11 |
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Ra Ra Rasputin posted:I'm not quite sure CA is going to go to the extra effort to make it a ranged unit and I'm pretty sure it's just going to swing the rock around. I don't see why they would make an animation for the Cygor picking up a rock if they aren't going to chuck it.
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# ? Jul 18, 2016 01:13 |
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Ra Ra Rasputin posted:I'm not quite sure CA is going to go to the extra effort to make it a ranged unit and I'm pretty sure it's just going to swing the rock around. Ripped from the Steam page: Cygor: T5 monstrous artillery, special ranged weapon, very long range, causes terror Abilities: Resilience, Causes Fear, Causes Terror, Soul Eater Cygor gonna own
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# ? Jul 18, 2016 01:37 |
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Now the luminark won't be the only mobile artillery ingame! Also lol at the description "monstrous artillery"
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# ? Jul 18, 2016 01:42 |
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I wonder how fast the beastmen will be? Seems like they had a pretty good running speed in the trailer
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# ? Jul 18, 2016 01:46 |
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The Lone Badger posted:WAAAGH! CA made a huge mistake when they did the Gork or Mork? events. Gork is superior because he has +4 fightiness to Mork's +3. Should have been +5 for either.
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# ? Jul 18, 2016 02:05 |
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Arcsquad12 posted:CA made a huge mistake when they did the Gork or Mork? events. Gork is superior because he has +4 fightiness to Mork's +3. Should have been +5 for either. Gork is +4 for 3 turns Moro is +3 for 4 turns So you really have to consider the pros and cons of both.
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# ? Jul 18, 2016 02:09 |
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unwantedplatypus posted:Gork is +4 for 3 turns Except that Gork is better anyway. There is no scenario where Mork's bonus is better, because Gork gives you the same advantage sooner
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# ? Jul 18, 2016 03:05 |
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One's brutally cunning, the other is cunningly brutal.
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# ? Jul 18, 2016 03:11 |
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Kaza42 posted:Except that Gork is better anyway. There is no scenario where Mork's bonus is better, because Gork gives you the same advantage sooner If you train an additional army later, you lose more of the benefit under Gork than you do under Mork.
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# ? Jul 18, 2016 03:17 |
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# ? May 19, 2024 09:12 |
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Gork or Mork, orkz is made for fightin' and winnin'. And there's an end of it.
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# ? Jul 18, 2016 03:40 |