Name the skills you don't like
Posted: Wed Jan 22, 2014 10:21 pm
I think it would be interesting for the devs to hear our feedback about all the skills we don't like / make few sense in the game so that they could improve them or change them.
I will go with my list (note i did not test the chimera and the worg) :
Ram:
- Hard boiled on skeleton warrior: very expensive in terms of AP and bit counterintuitive for a soldier that is supposed to be expendable cannon fodder that has very low TOU . Hard boiled is like increasing his TOU by 2 making it same as a fang warrior. While not completely rubbish i would like something else like fierce - i know it will be like the skeleton archers but it makes sense, doesn't it?.
-Double shot on skeleton archer : ACC 1 makes it a joke compared to the lion one that can have ACC 5 with the racial stance + repeat the roll. I would add something like a bleeding effect (for example a shot with reduced DAM but that deals damage over time maybe 3 damage per tick per 3 turns)
- Gargoyle hard boiled : like the skeleton warrior but much worse. You either make it a natural skill (like in the original game ) or you remove it. I'd take possesed over it in a second so that it keeps its nice DOD/PAR stats. Im also not too big fan of "flurry of blows" because it basically transforms it into a more expensive fang warrior with reduced TOU but honestly i never tested it.
- Aura of crepuscular princes : you improved it and i start to like it more especially with less casters around BUT...the fear value is maybe more appealing at +3. I didn't test it though as i went for inversion. ps: where is unavoidable destiny?
EDIT: Necromancer Death wave: mana cost is too high, it should 4 to make it viable (maybe). Try to compare it with the priest spiritual aggression and there is no match for the "nuker" necro in terms of damage output. For more or less the same cost i can deal more damage with less restricting conditions and potentially every turn.
Lion:
-swordsman mighty blow : another skill that works against the unit. I would add something either like knock down (maybe too powerful) or a strike that halves the MOV. I want them as mini tanks!
- Lion: same as the gargoyle about flurry of blows, i feel the added damage is not that high but again, i didnt test it.
Wolf:
-Lonewolf recovery : well i take it is a place holder
- Assault strike : i would remove the -PAR and maybe put the -ACC to 4 otherwise everytime you use it and then disengage you get hit 2 times (most likely i would say) . I didnt test it too well so i might be wrong but it might a very interesting skill on the wolven hunter / fang
- Mask of gandhar rune priest : in my opinion is better a multi purpose damage spell than a +2 buff on fear for 2 turns considering wolven doesnt have such a high fear in general.
- Predator of blood: i would like more choice at lvl 5, maybe adding the howl as the worg or a mini version of it? unless you want to keep him unique.
that's it from my side, i am curious to hear your opinions
I will go with my list (note i did not test the chimera and the worg) :
Ram:
- Hard boiled on skeleton warrior: very expensive in terms of AP and bit counterintuitive for a soldier that is supposed to be expendable cannon fodder that has very low TOU . Hard boiled is like increasing his TOU by 2 making it same as a fang warrior. While not completely rubbish i would like something else like fierce - i know it will be like the skeleton archers but it makes sense, doesn't it?.
-Double shot on skeleton archer : ACC 1 makes it a joke compared to the lion one that can have ACC 5 with the racial stance + repeat the roll. I would add something like a bleeding effect (for example a shot with reduced DAM but that deals damage over time maybe 3 damage per tick per 3 turns)
- Gargoyle hard boiled : like the skeleton warrior but much worse. You either make it a natural skill (like in the original game ) or you remove it. I'd take possesed over it in a second so that it keeps its nice DOD/PAR stats. Im also not too big fan of "flurry of blows" because it basically transforms it into a more expensive fang warrior with reduced TOU but honestly i never tested it.
- Aura of crepuscular princes : you improved it and i start to like it more especially with less casters around BUT...the fear value is maybe more appealing at +3. I didn't test it though as i went for inversion. ps: where is unavoidable destiny?
EDIT: Necromancer Death wave: mana cost is too high, it should 4 to make it viable (maybe). Try to compare it with the priest spiritual aggression and there is no match for the "nuker" necro in terms of damage output. For more or less the same cost i can deal more damage with less restricting conditions and potentially every turn.
Lion:
-swordsman mighty blow : another skill that works against the unit. I would add something either like knock down (maybe too powerful) or a strike that halves the MOV. I want them as mini tanks!
- Lion: same as the gargoyle about flurry of blows, i feel the added damage is not that high but again, i didnt test it.
Wolf:
-Lonewolf recovery : well i take it is a place holder
- Assault strike : i would remove the -PAR and maybe put the -ACC to 4 otherwise everytime you use it and then disengage you get hit 2 times (most likely i would say) . I didnt test it too well so i might be wrong but it might a very interesting skill on the wolven hunter / fang
- Mask of gandhar rune priest : in my opinion is better a multi purpose damage spell than a +2 buff on fear for 2 turns considering wolven doesnt have such a high fear in general.
- Predator of blood: i would like more choice at lvl 5, maybe adding the howl as the worg or a mini version of it? unless you want to keep him unique.
that's it from my side, i am curious to hear your opinions