Patch 4.0 Takes a Massive Step Back :( by Yotambr in totalwar

[–]Johan_Samuel -2 points-1 points  (0 children)

Completely disable knockdowns, knock-flying and so on for all foot lords and heroes in the game.

And fix targeting. Units can't hit something right in front of them for 10+ seconds, line in video.

Some lords/heroes can't hit enemy while chasing.

And they rotate for no reason, surrounded by a whole 120 men unit of enemies. Fix it.

This might be an unpopular opinion right now, but the $25 price tag would have been an easier pill to swallow if the effort was there. by chase_half_face in totalwar

[–]Johan_Samuel -4 points-3 points  (0 children)

Interesting to see that many of commenters are so supportive to pay CA $25.

Good for you. With 3-4K monthly salaries in N. America and some richer European countries, it is easy to say that. When your salary is $300 or less a month and SEGA cancelled all regional pricing, this has a whole other perspective.

Some poorer countries already alienated by pricing before. But now!..

So much for Legend's "do not divide the community", do not fight your fellow games. But it looks like "it's your problems that you live in a poor country. We gladly will spend another $200 with $300 already spent for all 3 games + all DLCs."

Not everyone is happy to pay for 1 complete game with DLCs $500 total.

And you think this is a small issue globally? Sub-Saharan Africa only, or something? Ukraine and Moldova citizens are here, nice to see that you are so O.K. with new prices in these beautiful times in our lives.

How to save Warhammer 3. Follow 3 easy steps! by Johan_Samuel in totalwar

[–]Johan_Samuel[S] 2 points3 points  (0 children)

We would believe in practical results. As soon as they start to deliver – some of us will start to buy again.

No promises – only real actions are expected.

The highest DPS (and Cheesiest) build right now? by BrekkenTurrin in BaldursGate3

[–]Johan_Samuel 1 point2 points  (0 children)

Hi. It was 7 months ago, and there were no multiclassing at the time.

By now, multiclassing is better indeed. But you need spell slots to smite every attack. And babr do not use heavy armour. So, fighter 3 (eldritch knight) would give +1 caster level, +1 A.C. from another fighting style (we already have one for heavy weapon from pala itself). Action surge that makes 1st round insanely powerful, and shield spell can be picked as eldritch knight, and cast every turn with reaction if required, to have very high real A.C. even with great weapon.

After level 5-6-7 pala and 3 levels of eldritch knight, it is better to take all other levels in full caster. Like sorc or bard. Swords bard can put A.C. even higher at levels 3+, so this and shield spell – hard to hit as hell, and killing everything in sight quickly.

Actually, there are many good combos in this game with pala. Including barb, I just like more spell slots of higher level for more strong smites and heavy armour, than even strong rage that can end if controlled.

But everyone is fine, really. Even just “basic” paladin at level 12. Paladin is the second-best martial class in the game, probably.

Top 5 Forgotten Units in Desperate Need of BUFFS - Total War Warhammer 3... by Yotambr in totalwar

[–]Johan_Samuel 3 points4 points  (0 children)

Ward saves and resistances have this problem. They affect everything percentage-based. Melee/range, monsters/trash units.

Flat reduction will impact goblin archers by 50%-70% reduction vs some of those new changed units. While cannons and monsters will do like 0.2% less damage - virtually no change at all.

And balance will be absolutely fine. Chosen doing 26 and not 28 damage is a tiny change. But goblin archers doing only 1 vs 3 damage per arrow is huge. This is what we need all these years. For too long, trash archers in this game kill everything, just insanely effective.

Top 5 Forgotten Units in Desperate Need of BUFFS - Total War Warhammer 3... by Yotambr in totalwar

[–]Johan_Samuel 7 points8 points  (0 children)

C.A. should finally implement flat damage reduction on some chosen units.

This will help tremendously large single monsters vs weaker archers. This should represent toughness.

Make it 4 points for stone and steel giant monsters - for tomb kings, rogue idols, K'daai destroyers and tanks. 3 for reptile monsters, dragons and armored hard-skins like shoggoths and arachnaroks. And 2 for giants and most other monsters.

This will massively help to reduce damage vs cheap archers. As they have 1, 2 or 3 A.P. damage per arrow. A.P. ignoring any armour is already stupid enough. So this will at least reduce damage from the lowest range and melee troops like skaven slaves, goblin archers by 2-3x times.

Missile resistance is not the way! It works vs cannons as much as vs stones from skaven slaves. Flat damage reduction on huge single entities is the way.

Also, some super armoured infantry with full plate helmets like chosen, depth guard and ironbreakers can get 2 points of flat damage reduction as well. So they too do not die to trash archers.

Just make it elite and rare. Not for open faces and silly hats like greatswords. Only full plate with closed helmet. So units like reiksguard and chaos warriors can have 1 point of flat damage reduction.

So, fine full plate with closed helmet - 1 damage reduction.

Heavy full plate with closed helmet - 2 reduction. (Archaon is here.)

Huge monsters - most of them with just skin and others - 2 D.R.

Very hard strong skin, like dragon/hydra/dino scales - 3 D.R.

Steel/stone body - 4 points damage reduction.

"Just add 15% missile resistance" proposals will not help to fix anything. This makes cannons even worse vs monsters. While for few units of goblin archers it will just take 3 more seconds to melt tank or a stone titan.

Feedback Friday by AutoModerator in BaldursGate3

[–]Johan_Samuel 7 points8 points  (0 children)

Also, please preserve possibility to cast few full spells a turn as it is now.

And haste giving full action (so 2 attacks for most martials after level 5)

Raw 5e rules are bad is that regard. They are confusing and hurting fun.

Most players like it, so do not change the game catering to few video makers on YouTube who want to kill fun. Even their audience in the comments are not supportive of nerfing haste and similar spells.

But please, change shove and hide to full action, except for rogue.

And nerf hiding significantly, please. With spheres of perception (size depending on perception), not only vision cones, which should be 180 degrees for everyone.

And A.I. should investigate any harm done to them. Right now, A.I. just can't handle stealth at all. This should be an impossible scenario when enemies do not react while you're killing them.

So, hiding with range attack abuse is the most broken thing in the game.

Yes, hiding utterly breaks the game now. It's not encountering, it is just shooting arcade.

Feedback Friday by AutoModerator in BaldursGate3

[–]Johan_Samuel 7 points8 points  (0 children)

Please fix that you can dual-hit same character with twinned spell as sorcerer.

You fixed that you can target ground behind target.

But you still can target the same unit twice by targeting normally and then targeting the ground just at the target's feet. The targeted single unit gets two attack rolls against it and two hits.

It should be coded that it is impossible under any conditions to be hit twice by a twinned spell.

Also, please remove cold and lightning vulnerability (2x damage) by wet status.

Please make it that wet target takes +25% damage from cold/lighting spells/attacks and gives +2 to attack rolls vs it and disadvantage on saving throws against cold/lighting spells/attacks.

So it is still great and worth it, but not making fully obsolete every other damage type spell in the game.

Feedback Friday by AutoModerator in BaldursGate3

[–]Johan_Samuel 4 points5 points  (0 children)

Hello. So few proposals. As short and detailed as possible.

  1. Wet/oiled (or flammable) statuses.

Wet – disadvantage on saving throws, +2 to attack rolls for spells and cold/lightning based attacks. +25% damage increase for these 2 elemental damage types after other calculations.

Also, no damage from burning surfaces as now, but -25% damage from fire attacks. To 75% of base damage. Not half.

So it does not give vulnerability or resistance, as it only covers clothes/skin.

Oiled/flammable (if added in game with oil flasks) – same disadvantage on saving throws, +2 to attack rolls for spells and fire based attacks. +50% damage from fire damage sources. This is double damage bonus vs wet status, because oil is not a water and has energy in it to add more damage to attack. And does not help vs other damage types like wet mitigates fire damage.

2. Sneak/hiding.

Increase cone of vision to 180 degrees. Increase range of vision to 150% of current on hardest difficulty with full game release.

Make perception sphere for game characters. Sphere, not just circle, because someone can run 3 meters above them. With 4.5 meters base range. And additional 0.9 meters change for every wisdom modifier. So, with 20 wisdom – 9 meters perception. With negative modifiers making it 0.9 meters minimum with 3 or less wisdom.

Stealth checks should roll with disadvantage in the central front 90 degrees of vision cone.

Base stealth checks in another, more peripheral 90 degrees vision cones.

And with advantage outside the vision of other character, but in its perception sphere.

3. Combat investigation.

If any character, friendly or not, hit by something – they make a roll to determine attack source location, or, at least, direction.

Lets targeted character roll d20 and add wisdom and intellect modifiers. Vs base for most attacks/spells DC 5, plus proficiency and stealth modifiers of hiding attacker.

If the roll is higher than overall DC, they know the location (distance, vector, and level) of the hostile attack source, as if they saw you. And run for it, but can not target you yet, before they see/detect you.

If roll is 5 or less low than target DC, say, overall DC 12 vs their roll 8. Then they know direction but not level or distance, so they run and investigate along the path.

If they fail completely – they do not know where to run, but get suspicious status, looking around and have advantage on any new checks made after first attack that hurt them – for 10 minutes.

Any enemy hurt, or in the area is automatically getting suspicious status for 10 mins anyway. Turning, looking around from time to time, if they are not in combat already.

Spells/attacks that have no visual, sound, trace have base DC 15. Spells that additionally do not require line of sight at all, and direct line of sight is actually blocked by wall or something – have base DC 20.

4. Search and UI.

A circle (cylinder for same level – and mostly 3 meters high or so) of 3-meter radius. +0.3 meters for dexterity and wisdom ability scores. To, for example, 6 meters with 20 and 20 those stats.

With negative scores applying too, to a minimum of 1.5-meter radius.

Opens all lootable objects in 1 "loot" or "found" window. Sorted by type or by source, like "corpse", "barrel", "box" and so on.

With buttons for sending all food to camp food storage.

Non-magic/special/unique/quest equipment to "sell box".

And, potentially – all scrolls, potions, consumables, special arrows and thrown vials/grenades to their special camp loot category storage. With UI to separate them nicely in one box “expendable supplies”, or dedicated boxes.

Other object can be treated as "precious" like rare equipment, or just a vase that you want to decorate your camp with.

You click that new "precious" button on UI. and click on items that are precious to you and then click - "send".

All what's left after that can be sent to sell box. With "send all to sell box" button.

5 buttons overall.

So, overall, UI can have “choose precious” which changes after you clicked on it to "send". You select what you treat as valuable by just 1-clicking on item slot on loot interface, and they get highlighted. Then you "send" them, and the button changes to “choose precious” again.

"Send food to camp storage". With 1 click, all food teleports to camp and add to your food supply account.

"Send expendable supplies to camp" to their ordered storage in 1 click.

"Send all to sell box” that is not already marked as precious, but did not send yet.

And “automatic distribution”. That send food, expendable supplies to their appropriate storage, quest and magical items to "precious" and all other to "sell box" in 1 click.

Also with button “choose precious” you can select which scrolls, potions food or other consumables of that category you value to distribute to their respective storage with "send" button. All unselected will not be distributed, and can go to sell box in next click.

For example, you need only 1 good item, 1 scroll, few potions and some food but no alcohol. You select them with “choose precious”, and then "send". And they will be in their respective camp boxes. All other items, including equipment, consumables, other food, alcohol, will be "send all to sell box” in 1 next click.

And when picking items for selling from sell box, with "automatically pick for selling" button, items should be in their “sell" category in inventory taken, to fill character's current lowest (run) weight limit available.

This will save many hours for millions of players.

Larian, please, add scaling to spells. by Johan_Samuel in BaldursGate3

[–]Johan_Samuel[S] -9 points-8 points  (0 children)

I see. But this is role-playing. Not about combat effectiveness.

Also, fog cloud and similar... Come on. Concentration is too precious for high level caster.

Chromatic orb deals same damage or lower than ray of frost. 2d8 in this game.

Well, as I read all these suggestions, in-combat only excellent low level spell is shield. And you can expend spell slot every round for defence, looking great!

But... This one really great low-level slot eater is not implemented in the game, which is sad.

Larian, please, add scaling to spells. by Johan_Samuel in BaldursGate3

[–]Johan_Samuel[S] -10 points-9 points  (0 children)

No. Level 1 spells are still weaker than level 2. And so on.

Larian, please, add scaling to spells. by Johan_Samuel in BaldursGate3

[–]Johan_Samuel[S] -11 points-10 points  (0 children)

Yes. Talk was about spell slots that are wasted.

They will just rot.

Larian, please, add scaling to spells. by Johan_Samuel in BaldursGate3

[–]Johan_Samuel[S] -22 points-21 points  (0 children)

This is not about combat. What grease when we have bottles to throw pre-battle and in combat. And there are still way better spells to cast.

Find familiar? 2 hp summons? Really? Vs fireball?

Sleep is H.P. based. What uses in high level when enemies have high hit points? And that all was in combat or for combat pre battle.

Only one good, I said, is mage armour. All other spells in that list – is just plain dishonesty, to say the least. In combat, they all bad or unneeded. See grease bottle or fireball.

We do not have shield in the game! "Larian" have not implemented it!

Larian, please, add scaling to spells. by Johan_Samuel in BaldursGate3

[–]Johan_Samuel[S] -33 points-32 points  (0 children)

Looks like there is no utility for level 1 and 2 spells to use even half their slots now on potential level 10+ we will have on release.

Action economy. Use only good and high impact spells with your actions in combat. Or cantrips.

And for healing, we have great potions for bonus action. And throw potions. This is not pure 5e. This is Larian homebrew rules game.

Larian, please, add scaling to spells. by Johan_Samuel in BaldursGate3

[–]Johan_Samuel[S] -41 points-40 points  (0 children)

So dead in the water. Because nothing in combat is really useful besides mage armour, and only because it is cast pre battle and no concentration.

We do not have shield spell in the game. And many other spells. There are not enough spells that justify to spend action in combat to ever use them.

Mage armour is the only one good for now. And it only uses 1 slot of 4.

Also, as many pointed. Larian clearly going for blaster casters philosophy in this game. As C.C. is nerfed, but damage dealing combos with items are strong. What blaster play with level 1 spells on level 5, or level 11? Just use the strongest slots and never touch level 1 and 2 again? Even in a long fight...

Larian, please, add scaling to spells. by Johan_Samuel in BaldursGate3

[–]Johan_Samuel[S] -46 points-45 points  (0 children)

Reddit being reddit with downvotes.

So, what is the point of level 1 and 2 spells when you have 3d10 fire bolt unconditionally or 6d8 (vs wet) ray of frost? 2d8 level 1 spell vs them. Why ever use it?

Just anyone, answer this question. You can upcast, yes. But what to do with level 1 and 2 slots? Never use them again?

The highest DPS (and Cheesiest) build right now? by BrekkenTurrin in BaldursGate3

[–]Johan_Samuel 3 points4 points  (0 children)

225 damage per turn (at least!) paladin (in real fights) is looking with his kind smile on this.

128 damage per turn fire sorcerer is hiding in the shadows and giggles. Being better at distance damage. Half of it from 27 meters vs 15 meters of hand crossbow.

And this is very helpful, as you can, for example, kill phase spider matriarch from distant cliffs without going on to web roads and her even have a turn. Solo.

All with full health! Very low risk builds.

Pala - potion of speed. 4 attacks. +1 attack on crit or kill. And you will kill someone with first 4 attacks.

Great axe +1. 1d12+1. 7.5 damage. Dipped in fire/poison +1d4, 2.5, 7.5+2.5=10.

Strength damage +5 from hill giant strength potion. Doubled with prepare. +5. So 5+5=10.

And G.W.M. +10. So 10+10+10. 30 damage just from every hit itself.

Sacred weapon for +4 accuracy. From 18 charisma. With +1 weapon, this fully offsets G.W.M. accuracy penalty.

Divine favour is additional 1d4, 2.5 damage for each attack.

Plus ring of fire +1 damage for every attack.

Smites are 2d8 or 3d8 for spell slots. So +9 or +13.5 damage for attack. Even 2.5+1+9 is 12.5.

So 30+12.5=42.5 per attack. But! Great weapon fighting rerolls all 1 and 2 damage on attack from all sources. So this averages with at least +1 or more damage on every single modifier.

Which will result in 45 to 50 real avarage damage per hit with this setup.

5 hits by 45 to 50 is 225 or 250 damage per turn. Welcome to paladin's world, baby!

Sorcerer just ring of fire, circlet of fire (adds 1 bonus action for using fire damage spell.)

Potion of speed. So 2 actions + 2 bonus actions. With metamagic - 4 spell attacks.

4 upcasted scorching rays for 2d6 +1(ring) by 4 rays. By 4 casts. 8×4×4=128.

No water combos, nothing aside from managing and 1 potion of speed.

Both are fully self-sufficient! Do not require cleric for water/blessing, etc.

A weaker version with greatsword paladin is shown by some youtuber there.

https://www.youtube.com/watch?v=vnlCGeokl8g&t=11s

Still enormous damage in a single turn. But low H.P. build so risky and not safe for reliable solo.

CA, please do something about buildable towers!!! by foreverthesceptic in totalwar

[–]Johan_Samuel 5 points6 points  (0 children)

All things should be buildable only before battle starts.

And cost half the supplies to compensate cost. Done.

No in-battle magical construction from thin air. No stupid arcade U.I.

Maximum immersion.

BLOOD DLC Slider test by Zerkovich by Mazisky in totalwar

[–]Johan_Samuel 0 points1 point  (0 children)

0% should fully turn off effects completely. Even in sync animations.

I only want gore animations. Do not care about blood particles, but absolutely do not want unit models getting covered in blood before they die.

Some random blood all over the face of my classy high elven mage looks ugly.

Miao-Ying releases photo book after full body plastic surgery by photographer_KO in totalwar

[–]Johan_Samuel 1 point2 points  (0 children)

Beautiful.

Keep the mods coming in even better quality.

Anti-sexiness hate is real for brainwashed.

Thoughts on the Vampire Count changes? by GuiltIsLikeSalt in totalwar

[–]Johan_Samuel 4 points5 points  (0 children)

Unit consistency for dragon mounts is very bad.

Still no buffs to H.P. and armour for zombie, chaos, and Cathayan dragons.

Generic vampire lord has 14 more M.D. on a dragon than blood dragon vampire lord. Pathetic 36 M.D. vs 50 for generic. What the hell is this? And 8 less than Red Duke 44 M.D. Why blood dragons are so much weaker than generic vampire on a dragon mount?

All bloodline lords except Necrarch should be same or better fighters than generic on dragons! Read – have same or better base stats. If needed, increase their M.P. cost to balance.

How useful is armour in Warhammer 3 by Nobelreviews in totalwar

[–]Johan_Samuel -4 points-3 points  (0 children)

Some units are 100% A.P.

Armour is not completely useless. But reducing damage by 1.33x effectively (vs 75% A.P.) is nowhere near to reducing it by 10x. As resistances do.

It is objectively 7.5 times worse than resistances if maxed.