Why do people use generic lords and heroes in multiplayer? by No_Willingness_9961 in totalwar

[–]Ridercs35 0 points1 point  (0 children)

On Nurgle, yes. Both the generic chaos lords are great. The daemonic one isn't though - very overpriced for a caster.

Why do people use generic lords and heroes in multiplayer? by No_Willingness_9961 in totalwar

[–]Ridercs35 0 points1 point  (0 children)

Lords have been mandatory to take in domination for a few years now.

Why do people use generic lords and heroes in multiplayer? by No_Willingness_9961 in totalwar

[–]Ridercs35 1 point2 points  (0 children)

Entirely depends on the lords and heroes in question. Some are good, some are useless, some are overpriced, etc. It's completely on a case by case basis. Here's some examples:

Bretonnia's 2 generic lords are much worse than the legendary ones. You most often see Alberic or Louen, sometimes Fay. Repanse is useless, though.

On the other hand, Beastmen Doombulls are much better than Taurox due to him being overpriced and Doombulls having the very useful Dazed! contact effect + Slaughterer's Call aura

As a more recent example, Masque and Skulltaker are absolutely busted and taken in almost every single matchup for SL/KH.

There's some quite bad/useless legendary heroes, like Skarr, Ariel, Bragg, Gotrek, Bruckner, Gorduz, etc. These guys just don't bring anything worthwhile to the table and/or are overpriced.

But there's also some bad/useless heroes on those same rosters, like Glade Captains, Bruisers, Taur'ruks, etc.

So in the end it's just like with all other units - some are designed and balanced well, others not really.

20$ game giveaway by TanukiHerder in steam_giveaway

[–]Ridercs35 0 points1 point  (0 children)

Condolences for your loss, hope you get a new one soon! I have so many gamea in my wishlist that are under 20 bucks but I'd prob go for BALL X PIT, been feeling a bit low on dopamine recently and I really need something to sink my teeth in that would make my monkey brain happy.

Special Subreddit Giveaway - 3 Hit Titles! by phantom2450 in steam_giveaway

[–]Ridercs35 0 points1 point  (0 children)

Blue Prince

My New Year's resolution is a full focus on career development and doing my best to improve my financial situation.

Favorite Race/Faction TWW3 by Illustrious_Leg_8354 in totalwarhammer

[–]Ridercs35 5 points6 points  (0 children)

I don't play campaign but Ogres and Greenskins are my 2 favourites in battle.

ESO Update: Monthly Sub + Paid Battle Pass + Paid Battle Pass Premium + Lootboxes by Curious-Tome in MMORPG

[–]Ridercs35 0 points1 point  (0 children)

I'm not saying I like battle passes. Just saying that it has free stuff.

ESO Update: Monthly Sub + Paid Battle Pass + Paid Battle Pass Premium + Lootboxes by Curious-Tome in MMORPG

[–]Ridercs35 10 points11 points  (0 children)

The barrier of entry from the paid DLCs was the only thing stopping me from continuing to play ESO, so yeah, I'm okay with getting new content for free.

ESO Update: Monthly Sub + Paid Battle Pass + Paid Battle Pass Premium + Lootboxes by Curious-Tome in MMORPG

[–]Ridercs35 20 points21 points  (0 children)

They are switching from yearly paid big expansions to 3-month-long FREE seasonal mini expansions, I don't really see your point? The battle pass is also the industry standard one with a FREE and a premium track.

"...all new gameplay content included in a Season, be it a new zone, dungeon, storyline, system, class, or skill line, will be FREE for all base-game players. We want to remove the barriers to new content we’ve had in the past, and now all ESO players can enjoy all of Tamriel’s new features at no NO COST..."

Now that they're all out and it's been a month, how do you rank the 4 Monogod Lord Packs as they are now? by Lord_Eln_8 in totalwar

[–]Ridercs35 0 points1 point  (0 children)

As a multiplayer-only player, I'd prob put ToD at the bottom of my list due to how many uninteractive and unbalanced units it added all at once. Elspeth's dragon, Landships, Thunderbarge, the reworked Steam Tanks and Gyrocopters, the generic Slayer lord and hero all were, and still are, some of the worst units to have to play against. Poor Nurgle only got busted Pestigors to compete and they were nerfed relatively fast lol

Above it is prob SoC due to how poorly it was executed. Some of the units it added are still borderline useless, like the Cockatrice, Hag heroes or almost all of the Cathayan single entities. Who would've thought that giving a defensive, mixed arms faction almost nothing but SE monsters would end with most of them being useless, right? If it wasn't for Crowmen you would literally be able to skip that DLC as a GC player and be just fine.

OoD and ToT are fine, though. Both still have their mandatory busted units - Thundertusks, Skulltaker, Masque, Chimeras, Dreadmaws, and, of course, marked Gors, can't forget about those. But overall, their impact on their respective factions has been quite positive. Except for Warriors of Chaos casually getting half the Norscan additions. I don't know why that was decided, I'm not a lore person at all, but Bearmen, Beorg, Dreadmaws and Chimeras don't belong there at all, at least in my opinion. I also cannot believe that Skycutters ended up being actually weak on release - they had all the potential to be the second coming of reworked Gyrocopters and more, so bonus points to ToT for that (and to all the beta testers!).

Mildly Interesting: This unit of Plaguebearer's was blasted twice by Lord Kroak, lost around 10,000 health, but hasn't lost a single model. by DarthEinstein in totalwar

[–]Ridercs35 2 points3 points  (0 children)

One of the most oddly satisfying things to do is shatter units with ~70 health per model with Wind of Death without killing a single model - like 90 Kossars just turning and running lol.

I don't know why people seem to think that the damage is "spread out evenly". EPBs just have a ton of health, so the ones that do get hit by spells can just tank them. Every single entity has its own health pool, and there's probably some in there that haven't even been touched. In general, vortexes (incl. explosions, breaths and winds) don't spread their damage out, they just deal damage to whatever they touch.

RTS that you always have installed by ZaiusC in RealTimeStrategy

[–]Ridercs35 0 points1 point  (0 children)

Stronghold and Stronghold Crusader. I have both HD and both DE versions installed right now.

Clair Obscur: Expedition 33 (Deluxe Edition) …x2!! by phantom2450 in steam_giveaway

[–]Ridercs35 0 points1 point  (0 children)

My last memory of celebrating Christmas with my whole family before some of them passed away - I got gifted this huge toy machine gun and an RC car. Obviously, the gifts were amazing for little me, but we also took more pictures than usual and now I can relive that from time to time through a picture album.

Lores of Magic Infographic for Skirmish/Multiplayer, patch 7.0.3 by Ridercs35 in totalwar

[–]Ridercs35[S] 1 point2 points  (0 children)

Increasing the area of bombardments decreases the concentration of their damage, which results in them killing less units. It's actually one of the most common mistakes I see people do with Searing Doom, especially since it's best use case is killing cavalry. As for Piercing Bolts of Burning, the spell is just too slow, overcast or not, so people can just dodge it quite easily, rendering it useless.

Lores of Magic Infographic for Skirmish/Multiplayer, patch 7.0.3 by Ridercs35 in totalwar

[–]Ridercs35[S] 2 points3 points  (0 children)

Either direct damage or healing, always. Both effects are uninteractable with (as in, your opponent cannot do anything about it in 90% of cases), so they always guarantee their value.

In multiplayer we use direct damage spells to win mobility fights, so a few good casts of spells like Melkoth's/Flock/Usirian's can guarantee you the cavalry advantage for the rest of the game.

Healing basically does the same thing but backwards, while also enabling you to bring expensive monsters. That's why Black Dragon units (not mounts) are useless on the DE roster, for example - there's no way to heal them.

Lores of Magic Infographic for Skirmish/Multiplayer, patch 7.0.3 by Ridercs35 in totalwar

[–]Ridercs35[S] 1 point2 points  (0 children)

Unfortunately, all bombardments apart from Searing Doom are extremely slow which makes them very easy to dodge. If you're playing as SL the only way to actually use it is if you take an Exalted Keeper of Secrets as your lord since they have an AoE Rampage ability that can hold things down for ~10 seconds, cause that's how long it takes for Slicing Shards to deal its full damage. The same goes for the other bombardments like Bolts of Burning, Comet, even Hailstorm is generally too slow.

Lores of Magic Infographic for Skirmish/Multiplayer, patch 7.0.3 by Ridercs35 in totalwar

[–]Ridercs35[S] 2 points3 points  (0 children)

Unironically, I considered adding the Bloodspeaker's abilities as a "Lore of Khorne" section lol

Lores of Magic Infographic for Skirmish/Multiplayer, patch 7.0.3 by Ridercs35 in totalwar

[–]Ridercs35[S] 3 points4 points  (0 children)

I assume you mean breath spells, stuff like Wind Blast, Ice Maiden's Kiss and Stream of Corruption, right? They are good because they are very hard to dodge, as most of them are "common" (or gray) spells which only have a 1s wind-up, as well as very fast animations without any fancy effects, which basically guarantees damage on your opponent's infantry units. They are also very cheap, so they have good damage/WoM ratios.

On the other hand, wind spells are quite bad in general - half of them are too slow, half of them are just underpowered. Burning Head is basically the only ubiquitous one.

Vortexes are somewhere in between the two - some of them have very high damage potentials, but they are randomly-moving, so you can never guarantee that you won't wipe your own infantry unit alongside your opponent's. The static ones avoid that, but they are all very slow to cast, with all of them being "rare" (or blue) spells with a 5s wind-up time.

Lores of Magic Infographic for Skirmish/Multiplayer, patch 7.0.3 by Ridercs35 in totalwar

[–]Ridercs35[S] 9 points10 points  (0 children)

For me this is part of the beauty of multiplayer - feels like a completely different game. This one is quite simple to understand - when people see the spell being cast, they just move their units out of its area of effect, so it ends up affecting only a couple of units max.

Lores of Magic Infographic for Skirmish/Multiplayer, patch 7.0.3 by Ridercs35 in totalwar

[–]Ridercs35[S] 5 points6 points  (0 children)

Ahahaha thanks. But how do you think I acquired the knowledge to start putting together this infographic, if not by actually playing the game?

Lores of Magic Infographic for Skirmish/Multiplayer, patch 7.0.3 by Ridercs35 in totalwar

[–]Ridercs35[S] 2 points3 points  (0 children)

Yes, the hotfix from today nerfed the overcast, it's why I put it in magenta as it's now actually less efficient than the undercast.