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So far I have played mystic only so my feedback is only this. I'll add more later.
I am not sold on the magister, I have never seen his special ability, because fights rarely last 3 turns and he starts with it disabled. His ability to pull back and heal other units is very situational and only needed if you effed up prior. Suggestion, make his special ability start on 0 cooldown, what does it even do? Make a mirror image of a magister? Make a mirror image of some other friendly or enemy? Even if that were the case, the range is propably low, so by the time he can make a double, the fight is already over.
also if u are runing whit Skyrim levels of mods it is likely 100% any of
non updated mods.
Little balancing feedback: The Tier 1 primal skirmisher does currently up to 60 base damage. (If my math is right.) While it only works twice, and needs some movement, it's still a lot.
As far as i can tell, this mod adds a bunch of cool units, while keeping all the vanillas ones, with a single exception. The Dark Culture Warlock, which was reworked into a support unit. Seemed odd to me to alter the premise of the mod for one unit, though not a big deal either.
Currently i'm playing a game with dark culture necros, all auto battle, except for my dragon leader, who roams around solo. Dark Culture suits the undead theme well, and battle mages synergize with their tomes.
I noticed your warlock is one of those units the ai does not know how to handle properly, which means in a mostly/all auto battle game i would avoid them. That leaves the dark culture without their own support or battle mage.
I gave those jobs eventually to tome units, still not ideal. The early battle mage was missed.
This is only partly balance related, the other part is personal preference, so feel free to ignore it. I'm sure other folks like the change. I just felt like sharing my perspective.
1.Warlock made Pursuer tier 1 archer redundant as warlocks are just better in every way . (Before any one call me a hypocrite and point to my militia mod the oathsworn archer in that mod is not built so it still isn't made use less by its battelmage)
2. It makes the large amount of tier 2 tome battlemage's more appealing and more useful for dark culture.
3.There's a lot of tome upgrades for support units without an accompanying support unit adding one to dark allowed dark to use those upgrades without having to pick up a tome containing a support unit.
As for the ai not using abilities that's because it believes it does too little damage i think i fixed that by increasing the damage of one of the abiltis.
For one, the combat AI isn't able to plan ahead. And abilities that leave an action point are not recognized as such. For example, before using the heal, It would not move into a position where it could fire afterwards, thus often underutilizing it.
The same would be true for the Life Tap ability, if it would use it at all. I don't think the AI understands the concept of abilities that refresh one-use-abilities. It's a problem with those from heros as well.
It's good with abilities that are either just damage, heal, buff or debuff. Mixing those and it get's already tricky. Dark Vitality it will use as a buff, if there's no one to heal, like in the beginning of many fights. Then it can't use it again until the warlock happens to start it's turn at the exact right position to use Withering Curse. Too far and it can't, too close and it will try to get distance first, just like every other ranged unit.
So overall, in auto battles you'll get little to no healing out of it.
It's an issue with many units, not just yours... The more interesting the abilities, the worse it is in auto combat.
Often, not always.
Your reasoning to switch out the vanilla warlock i can understand. I probably would have rather added another unit, but this ain't my mod. I'll take what i can get!