I think Ritualist is maybe currently juggling too many hats? It essentially consists of the more "standard" classes of cleric, druid, summoner & necromancer. Another way to look at it is that it's holding both the support role and the summoner role. Breaking it into Summoner ("Ritualist") and support ("Cleric") might make it feel less crowded. I definitely don't expect a change like that before launch, but maybe something for future thought?
#Tiger Update Beta Feedback
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I agree, Trying to play the fantasy of a pure Cleric, pure Necromancer or pure Druid summoner and don't have enough points in each branch of the tree to focus solely on that branch.
Personally I think these should split to different trees or at least have more nodes.
When choosing the second skill in the dragon's personal skills, shadow transformation and Primordial transformation give the same skills.
I'm personally okay with that being attributed to one class, but I agree that the lack of options for each one branch (aside from healing maybe) is very limiting
Easy nodes to add for Summoner would be
- 'Summon Animal' and 'Summon Greater Animal', these could be exclusive with the Elemental to limit power creep.
High level, end of the tree nodes for Summoner exclusive nodes between:
- 'Weaver' from the mage tree
- 'Extended Summoning' which Removes or increases the Summon turn limit.
- 'Dual Summons' Conjures two summons instead of one.
Very happy to see that the new elemental damage signature skills have dropped the format of "+Elemental damage -Physical damage". Would love to see that extended to the enchantments one day🤞🏻
I agree, it is better not to make changes in the dragon's breath when choosing matter.
They discussed this in the Devblog:
"Primal Transformation, this option grants a hefty stat bonus and Natural Regeneration. But more importantly does not change the Dragon lord’s visuals, letting them be a “pure” dragon. This transformation grants affinity skills just as the others do, though its affinity is based on what affinity the dragon started with."
The ruler, after being resurrected, runs back to the point of death
There is no way to scroll through the costume or helmet while changing the appearance of the hero
Why is the Necromancer background a Mage, and the Cryomancer background a Ritualist?
I like the class changes, but it is increasingly making me think that the Pantheon backgrounds need to have some culture restrictions, e.g. not being able to take the Necromancer background as a High Champion
Disagree here. High culture can be evil and necromantic, I don't see a reason to drop this option
I disagree too. Making high necromancers or order dark culture is one of the best things about this game.
The non-patheon backgrounds that give non-lance shock weapons should probably give another item like Leather Armor/Helmets. As is, it's hard to imagine justifying taking them over a lance when you also get a mount with the lance
why do u want that limitation for everyone?
I guess ultimately it feels odd to me that your starting choices are heavily restricted by culture/origin, e.g. if you want to play a Lance character, you need to play Dark/Fedual/High champion
But then the Pantheon unlocks are completely agnostic. I can't make an Industrial lance character by default, but literally anyone can make a Berserker character once they have the Pantheon unlock?
Thinking on it more, it's probably fine, since the randomly generated heroes don't use the Pantheon unlocks, but having requirements is actually good for variety a lot of the time since it prevents me from just taking whatever I consider to be the best origin every time I play
but I dont think locking pantheons behind a requirement is good for the sake of variety in this case
and quite frankily, no one can control what any particular person considers to be the best origin every time
Additionally, it takes time to unlock these pantheons, so having someone unlock a pantheon only to learn it is also additionally limited is not a good move
started a new game with the beta, and my scouts are coming back to life, they just respawn at the nearest city, is this intended?
thats always how it was
difference is now scouts will rout to do that. Before, u had to make them manually rout
np!
When will the defense of the castle be transferred to the management of the players? My defense of the towers killed my soldiers more than the enemy during the entire battle.
100% agree, not only is there not really a good reason for us not controlling Siegecraft/Towers, the second you give automated units AoE damage, it forces me to consider the possibility that I'm actually hurting myself by building Great Bombards or Catapult Towers
I'll throw in a few things as well. I'd like to see some army accuracy buff make it back, probably onto the Champion support tree. Speaking of accuracy. Does ranger only have one single source of accuracy on the tree? On the other hand mage seems to be a bit overloaded with it. Also, it looks like Reaver heroes just completely lost the ability to mark. High kept Twin Awaken, maybe Reavers could get back mark as a starting ability? With Coordinated Strike just gone it appears to me that options to build accuracy are diminishing other than being Reaver or spamming mental mark (or time stop if you get that deep in blue).
I feel like the mark thing is an oversight but definitely feels like a problem. I think accuracy in general needs a slight buff and was over nerfed though
Is that the plan?
now that hero signature skills dont give affinity some ranbow builds are imposible
I believe that is as designed. They do that so that rulers, and thus playthroughs, feel more unique, and different from the others.
This skill doesn't always work. A warrior who is cursed attacks another warrior and infects him with the curse. The second warrior very often (almost always) starts attacking the first warrior who infected him. It may be necessary to change the priorities of the infected warrior so that he chooses the uninfected one.
For me it's kind of having the opposite effect, it's often quite a bit of work to get 2 tier 4 tomes of different affinities while going mainly into 2 affinities with a bit of tertiaries for flavour or build.
I feel like mono-tier 4 should require more around 1/3 of your build to unlock while currently it feels closer to 1/2.
So I end up routinely taking the same tier 4 tomes together because those are the only ones that are possible to unlock.
I believe what you describe illustrates my point. If, after your 6th tome, you always have the same one affinity that's over 6 point, it basically means that your early games, and thus your rulers, are mostly always the same. That's good for you, there are some tomes I also tend to always take.
IMO, from a design point of view, the idea is to force you to change your early games to have access to other T4 tomes, that's basically an incentive to try new ways to play the game, and experience the flavour of other possible builds this game supports. This is a nudge to try to push you to create and play rulers that are different from what you play usually.
I personally believe this is healthy for the game, as it basically bolsters replayability.
And you're right, duo-affinity builds are harder, but still totally possible, they simply need 2-3 early tomes of each affinity additioned to cultural points and society traits. Which means that having a 4+ choice of T4 can happen often, if you take into account the hybrid T4.
From what I understand, even with the streak of bad luck the caster can experience that you describe, this spell is commonly described as one of the strongest of the game for its price/level. So I don't believe it needs a buff, but that's only my point of view.
I like to go for a variety of 3-affinity builds (2 main ones with a tertiary or one central with a couple of splashes). Which gets really tough to plan out. And almost always the answer to take stray tomes instead of the same old ones is just "play a dragon lord"
And playing the same one ruler type is kind of the opposite of diversifying.
As an example. I'd love to do a materium/chaos Reaver build with Wondrous Architects and Adept Settlers, taking the Tome of Beasts and the Tome of Vigor as bonus flavour.
If I play a (chaos) dragon lord I can make it. Anyone else has to wait for hybrid Materium/Chaos tomes pretty much.
And in most cases this has to be planned out from faction creation. Because of how nonexistant the margins of error are.
My point being really that 3 affinities seems to me to be far from rainbow, but when two tomes and a society trait is too much to squeeze into a build it feels like making new builds is severely discouraged compared to taking the same tomes together all the time (ie. Zeal+Inquisition+Supremacy)
I agree that most builds in this game have to be planned from faction creation to be effective, but, for me, it's mostly how the game works and ever worked. Before it was to squeeze your t3 tome of a fourth affinity you had to do it, now it's for the third affinity.
I understand the way you play, and for some very precise flavorfull build I can understand the frustration. But for much simpler builds that became flavourless because they were just a cherrypicking of the strongest tomes for the build, I understand why this was requested (if I'm not mistaken this change comes from players' requests).
I personnaly am not for it or against it, but I feel like I understand why it was done, and well, it doesn't really bothers me 🤷
And yeah, you're right, it tends to homogenize builds, but also tends to differentiate them more.
I guess my sentence is highly unclear 😁
I mean, order affinity builds will indeed look more alike, but an order affinity build and a chaos affinity build will end up more different 🙂
In my case it will get a lot better over time with more hybrid tomes This upcoming Expansion alone takes the potential tier 4 Tome combinations of the above Materium/Chaos build from 3 to 4, which is a pretty significant increase.
I have a "Sirens of the Seas" themed Mists/Stormborne (Fey Naga) with a bit of a shadow focus that suffers from tier V shadow being another necromancy-focused tome and not really that interesting as a capstone to other Shadow builds, that would benefit greatly from a tier 4 Astral/Shadow tome.
My point is also kind of that I enjoy the precise build crafting and the current system is chafing a bit in places. So I imagine it must not be as pleaseant for someone who doesn't enjoy theorycrafting builds for it's own sake.
P. S. I'm curious as to how the new realm trait that loosens tome restrictions is gonna be tuned, if it's mild enough I might just include it in every non-challenge realm and that'll mostly resolve things for me.
The game crashes for the second time on the selection of the fertility book
Hi !
If your game is unmodded, that's probably a bug.
If you want it to be reviewed, I believe you should post it on the forums. A link to the forums is in this post : #server-news message
I hope this helps !