Broken Cog posted:Witch hunters also have a +20 resolve bonus to any supernatural morale events, like mind control or geist fear. That doesn't carry through the banner unfortunately. Still useful though. I really like them because I always build sergeants as xbow lancers and witch hunters are perfect for that.
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# ? Jun 3, 2019 23:51 |
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# ? May 13, 2024 11:09 |
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A lot of backgrounds aren't really worth it in a raw numbers context though there are a lot of good events which depend on specific backgrounds. Not sure how useful witch hunters are in this respect but there's one extremely rare event where they (and no other backgrounds AFAIK) can get you a free famed greatsword.
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# ? Jun 3, 2019 23:54 |
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Day 18 got the fortune teller even and she gave me a named dagger with + damage and -fatigue on skills. It can puncture for 18 fatigue and with mastery I think thats down to 13 or 14. Anyone think this is viable for end game? I've never really tried a dagger master.
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# ? Jun 4, 2019 00:11 |
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I got the obsidian blade from the witch hut and that definitely seemed to work well on a dagger guy at day ~350. He died because he had poo poo all for MDef but as a weapon it should work fine. The three attacks really make up for everything else. Edit: Real good against Alps too Mazz fucked around with this message at 00:22 on Jun 4, 2019 |
# ? Jun 4, 2019 00:12 |
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RabidWeasel posted:A lot of backgrounds aren't really worth it in a raw numbers context though there are a lot of good events which depend on specific backgrounds. Not sure how useful witch hunters are in this respect but there's one extremely rare event where they (and no other backgrounds AFAIK) can get you a free famed greatsword. Bogarts posted:Day 18 got the fortune teller even and she gave me a named dagger with + damage and -fatigue on skills. It can puncture for 18 fatigue and with mastery I think thats down to 13 or 14. Anyone think this is viable for end game? I've never really tried a dagger master. What the hell? Why is the best reward from any of my random events a fruit rapist?
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# ? Jun 4, 2019 02:03 |
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Avasculous posted:What the hell? Why is the best reward from any of my random events a fruit rapist? And a filly fiddler. I've kept a minstrel and a juggler in my reserve just for events but I'd love to hear if anyone has any optimum recommendations for maximizing events. Also, there was a mod (or code change) to increase the event rate. Will it work with the try out mod?
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# ? Jun 4, 2019 05:15 |
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I feel like you want to have a monk in your party as soon as possible as holy water is a great way to deal with a group of gheists lurking just outside of your reach.
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# ? Jun 4, 2019 05:22 |
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Bogarts posted:Day 18 got the fortune teller even and she gave me a named dagger with + damage and -fatigue on skills. It can puncture for 18 fatigue and with mastery I think thats down to 13 or 14. Anyone think this is viable for end game? I've never really tried a dagger master. I'd probably make a dagger specialist if I got a really good early named dagger, he can sit out any fights vs. unarmoured targets (or just use a sword or w/e). Having someone you can rely on to shank that nasty hedge knight really fast is gold.
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# ? Jun 4, 2019 07:12 |
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RabidWeasel posted:I'd probably make a dagger specialist if I got a really good early named dagger, he can sit out any fights vs. unarmoured targets (or just use a sword or w/e). Having someone you can rely on to shank that nasty hedge knight really fast is gold. I don’t see any reason to sit him vs unarmored, you just use the regular attack. I’m assuming it’s got comparable stats to a rondel here but that’s 20-40. Not much till you remember it’s 3 attacks. It’s comparable damage to any other decent 1h, in fact the top end at 120 puts it on the high end. With battle frenzy and berserk it’s probably 4, and will cut through things like weiders fast. Not to mention the fatigue boost sounds like it will drop the regular attack to something like 3-4 fatigue per swing, meaning they'll always have 3 possible attacks per round. Pretty strong IMO. Mazz fucked around with this message at 10:08 on Jun 4, 2019 |
# ? Jun 4, 2019 09:57 |
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Mazz posted:I don’t see any reason to sit him vs unarmored, you just use the regular attack. I’m assuming it’s got comparable stats to a rondel here but that’s 20-40. Not much till you remember it’s 3 attacks. It’s comparable damage to any other decent 1h, in fact the top end at 120 puts it on the high end. With battle frenzy and berserk it’s probably 4, and will cut through things like weiders fast. V. Illych L. posted:are witch hunters ever worth it? i feel as though they ought to have some decent hybrid functionality, but i've never seen any with both melee and ranged attack at over 50 and they seem much too expensive for what they bring to the table I like to build Witch Hunters as exactly that. For killing gheists and hexen. And events. It's just a fun RP class IMO. I'll use them as cornermen with spears, or an amazing one may get to be a dagger/rapier duelist. Lunge in and shank that witch/gheist/alp down. High resolve spear cornermen are great for funneling into greatswords and can do reserve rallies too, so they can be perfectly useful in regular fights. The ones I've made have been nimble bros with medium-ish armour for fatigue purposes, and with a kite shield they've never really been in a lot of trouble. I even took footwork instead of rotate on one, and he kept that spearwall up while backpedaling for most of a fight, even when the bastards managed to shieldwall in. This may be a go to thing for me. As stated earlier ye olde bannerman with crossbow if he's got ranged talent works rather well.
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# ? Jun 4, 2019 11:33 |
Also remember you don't need much ranged skill to be a decent crossbow bannerman. The basic pike / banner attack is +10% to hit and the xbow is +15%.
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# ? Jun 4, 2019 12:12 |
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Re: Witch Hunters
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# ? Jun 4, 2019 13:43 |
Wizard Styles posted:Re: Witch Hunters Jesus balls
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# ? Jun 4, 2019 13:54 |
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I found a pretty good one too, the fact they can start in the 50s makes them good ranged alternatives if you aren't getting any hunters. I've never been keen on the dual builds but I could see it working for DHs. The tryout stars mod might be a little too good at times, if I start a new campaign I'm going with the doubled tryout cost version if anything. Both of his hunter friends are 3 stars and 100+ skill too. Mazz fucked around with this message at 14:49 on Jun 4, 2019 |
# ? Jun 4, 2019 14:43 |
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Wizard Styles posted:Re: Witch Hunters Mazz posted:I found a pretty good one too, the fact they can start in the 50s makes them good ranged alternatives if you aren't getting any hunters. I've never been keen on the dual builds but I could see it working for DHs. That will do. That will do. Edit: Double tryout cost intrigues me. I've fallen into a savescum slump while going non-ironman, so I'm going to do an ironman next i think. Makes more sense than the hire and fire thing, and i figure the cost is likely to end up the same in the long run, but with better recruits. TheBeardyCleaver fucked around with this message at 15:14 on Jun 4, 2019 |
# ? Jun 4, 2019 15:07 |
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TheBeardyCleaver posted:That will do. That will do. Yeah it’s a double edged sword. Early game the tryout stars are a little OP but at the same time by the first crisis you really need to be picking up bros who are going to be with you long term. The combat difference of a level 5 vs 11+ guy is stark, so just constantly cycling mediocre dudes in till they die at level 7 means you’ll never really hit a point you can fight the hard stuff. Being able to better cherry pick good bros gets a lot more important in that regard. Doubling the tryout cost feels like a great middle ground to me so I’m glad he added that version.
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# ? Jun 4, 2019 15:19 |
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I played the trader start and man was i rolling in coins just picking up trade goods at every town, but holy balls that -50% renown hit is -harsh-. it took me to like day 70 to finally hit 1050. I was somewhat annoyed that my first famed item i didn't have to buy was a orc iron shield that i'd never use
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# ? Jun 4, 2019 15:47 |
DO merchant starts result in later crises starts?
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# ? Jun 4, 2019 15:51 |
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crises always hit in the usual day 80-100 or so window as far as i can tell. for this one, it officially started on i believe my 82nd day, sorta on the low end
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# ? Jun 4, 2019 16:10 |
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Sloober posted:I played the trader start and man was i rolling in coins just picking up trade goods at every town, but holy balls that -50% renown hit is -harsh-. it took me to like day 70 to finally hit 1050. I was somewhat annoyed that my first famed item i didn't have to buy was a orc iron shield that i'd never use Does it have high durability? They have value in that regard, just put them on someone with better fatigue and don’t use shieldwall, the durability matters a lot against Orcs and Barbarians. I got 2 named, one orc, both with ~70 durability and those are the only shields I even bother using anymore. I’m pretty sure I’ve had the orc one for like 150+ days too. Mazz fucked around with this message at 16:44 on Jun 4, 2019 |
# ? Jun 4, 2019 16:36 |
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Sloober posted:crises always hit in the usual day 80-100 or so window as far as i can tell. A friend of mine didn't have his first crisis until Day 120 when he was playing his first longer campaign, but I think that was because he lost a lot of men and the Crisis might have some mercy rule against triggering if your company is on the ropes.
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# ? Jun 4, 2019 16:45 |
Mazz posted:Does it have high durability? They have value in that regard, just put them on someone with better fatigue and don’t use shieldwall, the durability matters a lot against Orcs and Barbarians. I got 2 named, one orc, both with ~70 durability and those are the only shields I even bother using anymore. I’m pretty sure I’ve had the orc one for like 150+ days too. if it breaks it's gone forever though right?
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# ? Jun 4, 2019 16:45 |
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Hieronymous Alloy posted:if it breaks it's gone forever though right? Yep, and that’s why the durability matters so much. Shield mastery reduces shield damage taken by 50%, so even the big fuckers are only doing ~24 per hit. When your shield is only 24-48 durability though, it’s not enough. 68-72 and you can survive 3-4 rounds of direct shield damage, which is from experience more than enough to keep the thing intact over the long term. You can absolutely just carry extra shields as well but I got sick of dealing with that as I wander around hunting camps. EDIT: I once found a named undead shield with +27 melee defense on it, but at 36 durability it was gone in less than a week. The orc shield I mentioned isn’t remarkable in any sense but I’ve had it for a long, long time. Given that having a shield is kind of cornerstone to a shield bro being valuable, that longevity gains a whole lot of value for me. Mazz fucked around with this message at 17:48 on Jun 4, 2019 |
# ? Jun 4, 2019 17:05 |
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The crisis almost always triggers between day 70 and 80 for me; but when I first got back into the game when the first DLC was released it was a lot later, I think around day 90 even. I don't care enough to dig into the files and try to find to what extent Renown/progress affects it but it does. Anyway, I'm playing a Trading Caravan right now. It's day 30 which is when I generally expect to unlock noble contracts, and the company's Renown is somewhere around 500. So I've decided to stop taking contracts altogether for the most part and just gently caress off into the wilderness because trading goods are most profitable when you pry them from the dead hands of a goblin.
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# ? Jun 4, 2019 19:35 |
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Did anyone else realise that greatswords / longswords got nerfed last patch, because I just noticed that they only have 25% direct HP damage now instead of 35%. That's a big enough change that I'm more seriously considering getting as many bardiches as possible (which do more damage under most circumstances now in exchange for 5% lower hit chance and only one AoE attack).
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# ? Jun 4, 2019 22:41 |
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RabidWeasel posted:Did anyone else realise that greatswords / longswords got nerfed last patch, because I just noticed that they only have 25% direct HP damage now instead of 35%. That's a big enough change that I'm more seriously considering getting as many bardiches as possible (which do more damage under most circumstances now in exchange for 5% lower hit chance and only one AoE attack). Huh. I thought my on paper great barbarian was a bit lackluster compared to my earlier Lone Wolf run. Not sure how noticeable 10% is, but I feel a bit cheated Good catch!
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# ? Jun 5, 2019 06:46 |
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RabidWeasel posted:Did anyone else realise that greatswords / longswords got nerfed last patch, because I just noticed that they only have 25% direct HP damage now instead of 35%. That's a big enough change that I'm more seriously considering getting as many bardiches as possible (which do more damage under most circumstances now in exchange for 5% lower hit chance and only one AoE attack). They should just nerf AoE attacks instead of making changes like this.
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# ? Jun 5, 2019 07:02 |
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After having started and stopped like fourteen different companies I just wanted to appreciate the late game and do the bosses without grinding too much. Hello edited barbarian start with four lone wolf statted fuckers.
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# ? Jun 5, 2019 07:26 |
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TheBeardyCleaver posted:Huh. I thought my on paper great barbarian was a bit lackluster compared to my earlier Lone Wolf run. Not sure how noticeable 10% is, but I feel a bit cheated Good catch! It's a pretty big nerf due to how armour penetration works, one of the things which made GS very good in practice vs on paper was that they were pretty good at getting one shot headshots through lighter armours and if you hit 3 guys at once with 30% hs chance this is fairly likely to happen. A well rolled famed GS is probably still the best weapon in the game since famed weapons give a base damage multiplier and a flat armour piercing % (which plays to the existing stats on the GS) but the difference between GS and bardiches / 2h hammers is significantly lessened now. GS is still absolutely the best choice in a lot of fights now but they're more of a liability vs. heavily armoured targets such as orc warriors, barbarian chosen etc. I just think it's funny because I was posting a few days ago about how the bardiche wasn't really worth using over a GS most of the time, I was expecting it to maybe get a slight buff but they went the other way Does anyone remember the stats on GS in release BB? I know that they've now nerfed every stat on it at least once.
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# ? Jun 5, 2019 08:04 |
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This was a terrible idea. I was lucky that only one Hexe, a Unhold and a very brave Ambusher cared about my bros. The Shaman never did anything to my company and retreated when he realized that Unholds are always going to win AI vs AI fights.
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# ? Jun 5, 2019 10:44 |
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Wizard Styles posted:Yeah, if anything I'll just bring hammers on the flanks and bardiches in the center now. RabidWeasel posted:It's a pretty big nerf due to how armour penetration works, one of the things which made GS very good in practice vs on paper was that they were pretty good at getting one shot headshots through lighter armours and if you hit 3 guys at once with 30% hs chance this is fairly likely to happen. Would be interesting to have a greatsword with a Mordhau move instead of one of the AOE's. Though I'm sure there will be legendary swords with enough armour penetration to be functional, having a particular zweihander with that kind of moveset would be ace for the late game viability of swordbros.
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# ? Jun 5, 2019 11:09 |
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Wizard Styles posted:
Yeah remember that time I kited 4 unholds into 30 undead? Bad life choices
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# ? Jun 5, 2019 14:12 |
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Gridlocked posted:Yeah remember that time I kited 4 unholds into 30 undead? I did something similar once. Ended up with no undead and a bunch of really confident unholds.
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# ? Jun 5, 2019 15:51 |
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I really need to drag a bunch of unholds or ents or Lindwurms into the Black Monolith.
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# ? Jun 5, 2019 15:57 |
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Dragging unholds into necrosavants is pretty fun, ends in some sort of stalemate.
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# ? Jun 5, 2019 16:04 |
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Hieronymous Alloy posted:What's the consensus here on two handed maces? Because of a couple of early wins against barbarian reavers I have my whole frontline with the skull mace and they have been preforming way above what I thought they should. Against orc warriors the +20 fatigue per hit will make them lose an attack every turn if they get hit and the damage debuff makes them even easier to handle. It feels like the best weapon against the most dangerous opponents but just okay against the really common stuff you fight.
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# ? Jun 5, 2019 16:14 |
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My thoughts on the Hedge Knight start after beating the undead crisis. 1. Having a go-to bro early game who can take out some really hard hitters is great. Being able to take early contracts where you just need to lock down a few high level enemies is cake. Essentially if you get a couple guys to support him, he will win fights. By the end of the crisis he had near 500 kills. 2. Having only 12 brothers is frustrating, not even just on the scale of being unable to rotate guys or have specialists in reserve like say extra polearm brothers when say fighting undead/lindwurms, but even just have some sub-optimal guys with cool backgrounds for events. 3. As a result you kind of need hybrid troops, because you don't have another 6 guys. So most of my 4 front liners with shields had dual weapon mastery's & bags & belts which I don't usually take. 4. The difficulty curve with fewer troops I feel gets broken on day 120 I had guys in heavy armor (the reinforced chain and up) and level 11, but still never saw a single enemy champion or chosen. I have no idea why? Except for a random hunt down greenskin contract with 12 orc warriors. Most camps were still filled with thralls/raiders/young/wiedergangers/auxiliaries etc. 5. The crisis confused me, although it has been awhile. I started seeing the mixed undead armies around day 80-90, but never got the roman empire dream and the crisis contracts event until around day 110. ----------- Also when discussing ranged brothers, I know there are specific "good" backgrounds (Hunters... and maybe a lucky poacher or Witch hunter), but I have gotten good/useful archers out of a few more backgrounds in ~300 hours of play. Jugglers, they might have lower ranged attack at max levels, but with a crossbow bonus they can be pretty nasty head cappers. I would say the same about killers on the run... but they have some other drawbacks. Beast Slayers, these guys usually start with higher base M. Attack & R. Attack and are a good choice for some flexible hybrid troops. Squires, I don't know but for some reason a large amount of them I have found with ranged stars. Usually I build a squire as a ranged X-Bow/Sergeant who can plink at range before pulling out the standard in melee. Jack2142 fucked around with this message at 17:19 on Jun 5, 2019 |
# ? Jun 5, 2019 16:59 |
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I was starting up a new game, and rolled barbarians. The friendly southern kingdom consisted of a single lone city in the corner of the map. Other than that, every city on the map was hostile. Definitely the worst start I've seen, I immediately rerolled.
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# ? Jun 5, 2019 22:54 |
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vyelkin posted:I did something similar once. Ended up with no undead and a bunch of really confident unholds. Yeah unholds win every ai combat against nonhuman targets. Ghiests did nothing to them.
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# ? Jun 6, 2019 01:39 |
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# ? May 13, 2024 11:09 |
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The more I fight them the more I think Barbarians need a lot of balancing work. Thralls are completely harmless. I changed them so they always at least spawn with some sort of armor but they're still worse than Brigand Thugs. Unholds in general really need to lose Crippling Strikes; they're fun but fighting them is rarely worth it. Drummers and Beastmasters maybe shouldn't have Dodge and Anticipation. Chosen are dumb. I feel like removing some of the 12 perks they currently have would probably be a good start here. I guess Reavers are fine.
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# ? Jun 6, 2019 03:01 |