Which leveling system do you prefer Warband or Bannerlord?

Which has the better leveling system?

  • Warband

  • Bannerlord


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Don't like it. Grinding and farming. XP for kills and quests/actions seems much more logical and fluent.
I'll be absolutely happy if the will add xp for actions/kills instead of "skyrim" style of leveluping
 
It's a bit grindy to be honest, although I like the concept.

They just need to tweak the numbers to speed up leveling and also change some of the perks around. At the moment some perks feel out of place.
 
I absolutely love it. The concept of focus points meaning you have to dedicate training in very particular areas as well as only being able to choose one of a choice of perks when you level up means that each playthrough is different and you need to specialize your character to get the most out of each skill tree. You get around the 'no generalists' limitation by having multiple companions who also specialize.

A merchant trader who excels at bartering would rarely be a skilled warrior, and a crackshot archer would rarely be a skilled engineer. But through the team you can fill those gaps and be greater than the whole. For that reason I always max my leadership perks first.

It can be a bit grindy due to low xp gain but it's a marathon game - you're playing someones lifetime, not a short segment of a small war. I really like the pace and I think the skills system is one of the best I've ever seen.
 
Learning skill through doing things was a great idea. The current implementation is, unfortunately, VERY GRINDY. In order to ride a better horse I had to deliberately grind up riding XP. I am currently grinding my charm. I also have a plan to grind up my leadership. The isn't really how I wanted to play the game. I just want to play, not worry about grinding skills.

XP gain is ridiculously slow. There does not seem to be any shared party XP. Companions don't seem to level up at all. I know they do... but not enough to matter. I have managed to reach level 12 in 63 hours of gameplay. Either my character or myself will probably die of old age before he hits level 20.

The current skills implementation and slow XP gain simply do not work for me.
 
I like how you level up a skill by using it. Focus is cool how you can learn a skill faster. But overall I think the progression is way too slow/grindy. Maybe it is this way so you dont become overpowered? But I played until the Empire was defeated (70+ hours) and did not raise a skill above 50, maybe that's just me.
 
I actually like it, I like it it forces you to pick a few things to be really good at and I like the concept of doing things to get better at them. But it needs some major revamping imo. Firstly the rate you gain xp is just to damn slow. Next I don't like how leveling up is determined by gaining a certain flat number of skill increases; it's counter intuitive to the concept of specializing in only a few things, since the most optimal way to level up is do a little bit of everything to abuse those fast early skill increases. Level progress should be weighted by how high the skill is that's increasing; leveling two handed from 200 to 210 should give you more lvl progress than leveling smithing from 1 to 10.

Probably my biggest issues with the system though is how it doesn't seem to consider how companions would work at all. They are virtually impossible to level up since you can't increase half their skills and they all have like 0 attributes or focus points in non combat skills. Even the ones who are supposed to be specialists in a non combat skill will have like scouting at 80, but 0 focus points in it and 0 attributes in cunning so it will remain 80 for eternity. The solution to this is firstly to distribute focus points and attributes more evenly for companions; it's dumb how most of them have all points in vigor/control/endurance and 0 in the other 3. Make them more balanced so they can be molded into whatever as they level, like many of the warband companions.

There also needs to be more ways to level up skills, especially for companions. My suggestion would be for quests to reward skill xp relevant to the quest. For example tracking the missing daughter gives scouting xp, escort the caravan gives trade xp, bandit hideout gives tactics xp, etc. You can get this xp yourself by doing the quests, or you can send your companions on them and they get the xp. Then there should be more ways for companions skills to be used. I can't think of a single use for a companion with something like roguery right now; their skill should contribute to party loot gain, the chance to sneak into enemy cities, loot from raids, etc. Currently it does nothing.

Finally perks need a complete overhaul. I'm not even talking about how none of them work. Over half the perks either need to be replaced with something more interesting, moved to a more appropriate skill or tier, or straight up number buffed into something not totally negligible. Those scouting perks that give you 1% map movement speed? Just why? I honestly don't know if those perks even function since you'd need like 10 movespeed to even see a 0.1 gain. So many perks are like this, just ludicrously small numbers that make you wonder why they even exist at all. I hope moders are able to make something more interesting out of the perk system because while I was initially looking forward to it, Taleworlds perks are extremely underwhelming.
 
I think it could be good with changes. I think levels should require less skill ups, hard caps from focus should be raised (I married a lady who can't level because she started with 0 vigor and no focus in melee weapons), attributes should give bonuses of some sort, like hp from vigor, you should get more attribute points, skill raising should give more noticeable differences over time (more damage/speed for weapon skills), and I think you should get some distributable skill points. I am fine with leveling by doing in theory but some of the skills are too hard to level and I think it would be way less grindy to have some distributable skill points, even if you did most skilling up by doing. I feel like those changes would make it less tedious and make you feel stronger in late game.

As is, it gets very hard to level around 10 and you don't get enough attribute and focus points. Skill gains are very slow too. Even with the popular tweaks mod that increases experience gain it still feels very slow. The next game I start I am planning to use the import/export mod to give myself and my companions a bunch of extra focus points.
 
Maybe this is realistic: Hey look at all the practice I put in and I'm unstoppable!! *proceeds to take a rouge arrow to the face, ending your command in 34 seconds

lol



That's the best way to put it. I agree with your full point, maybe they just need to find the sweet spot. I don't think levelling should be TO easy in this, but this is just kind of ridiculous in my opinon

Playing a combat role in Bannerlord is like watching the guy from Raiders of the Lost Ark flourish his sword around. Tons of practice just to get the a meme worth of effectiveness.
 
I have managed to reach level 12 in 63 hours of gameplay. Either my character or myself will probably die of old age before he hits level 20.

My character is presently lvl 13 in less than 15 hours of playing, my 3rd game though where i took what I learned and applied it. My first playthrough was much like yours however, leveling took forever. That first character was focused on combat skills, and I found that leveling non combat was harder and took longer soooo.

My 3rd playthrough (2nd bugged) I took non combat skills during character creation. Social attribute and charm, some riding and trade. So while my character was a potato for combat early on, he was leveling incredibly quickly due to all the combat skills I didnt have...which gain experience super quick compared to non combat.
 
I think it would be good if it actually worked, but the math in the skill growth multiplier calculation is broken:


The rate of skill growth for skills with focus points and supporting attribute points is currently a small fraction of what it was intended to be.

This is a redo of 100's similar posts. I for one already mentioned that this is just VISUAL BUG and anyone who would not follow other comments like blind sheep would soon see this as the math wouldn't sum up. Because otherwise you wouldn't reach skill level 30 in any given skill after 40 hours of playing and you wouldn't reach player level 5-8 after 40 hours... so the math is working properly.. only the Visual side of it doesn't work, because the TOTAL sum is only calculating the numbers before the point.

Attribute points should give +5 to their 3 bound skills (e.g. +1 vigor would add 5 to 1h, 2h and polearm) right now assigning attributes feels so pointless, it lacks feedback, when you look at the XP growth multiplier they add a small amount vs what focus points add. So instead they should add flat 5 extra levels to skills IMO, that way starting a character with 5 vigor (for example) will start you at 25 points + whatever points you got from your origins, so its less of an absolute slog.

They should also start using round numbers, and stick to displaying either percentages, decimals or multiples in the UI - it looks messy right now as it's not standardised. (mouse over your XP gain multiplier and its components are not in the same format, makes it a pain to try and work out where that "4.11x engineering xp gain" is coming from.

59KDcTv.png
e.g. how does 1.33 + 32.13 + 94 = 7.47x

This visual bug causes the total sum to be calculated based on single digit and only taking the number before the separation point.

SO the visual representation is 7.47 which is derived from 1.33+2.13+4 = 7.46 (There probably is somewhere a 3rd digit behind the separation which rounds this number to to 7.47)

This is purely VISUAL if you ask me. I mean im level 15 after 20 hours got 150 points in Steward which would be impossible with a learning rate of max 10.
 
Huh, good to know.
Yes, click encyclopedia, then heroes, then on the left filter bar at the bottom click wanderer, it brings up every possible companion in the game along with their key stats and where they are located. Only thing it doesn't give you is their attribute points, i.e. 5 points in vigor, 4 points in intelligence etc...not sure if you think that is important but it indicates how quickly and how far that char will level up in a certain skill
 
current system is really awesome, for example I started with 2 vigor, 5 1 h skill.

At first it showed an exp modifier to be like 3.4 but then 3.0. 3x the exp.

I hit a looter with 30 damage once, and let myself get beaten. Officially you have 3x, but if 3x is correct, then the base exp is nerfed to just 0,5.

For 100 damage you get 50 exp. So with 3X modifier with 100 damage you get 150 exp.

All great. And on top of this half exp, you get robbed of up to 20x exp gain. Until this is fixed, I shall refrain myself from playing this frustration inducing experience. With high focus and vigor I was to have 219x exp gain. And it gives not even 10x. On top of that, half damage exp, 5x instead of 219.

7 vigor 5 1 h focus.

Modifiers:

1.11x base
63,11x from vigor
155,56x from focus

yet I get 1,11 + 3,11 + 5,56= 9,78

210x got lost somewhere. With so high exp modifier, 0,5 damage (why isnt it damge = exp for simplicity?) isnt so bad perhaps ... however, I bought a hireling and he has 185 archery. To reach 186th level, exp requirement is 47000. If bows also get 0,5 damage penalty to exp, and we assume 10x exp gain, that is nearly 19 000 bow damage for 1 skillup.

If we assume 210x / 2 = 105, then, 447 damage would be needed. At higher levels exp gain still drops. This is not too much since all attributes and focus went there.
 
This is purely VISUAL if you ask me. I mean im level 15 after 20 hours got 150 points in Steward which would be impossible with a learning rate of max 10.
it is not visual at all. Try it yourself. Calculate numbers, damage vs exp modifier and what it should give. As I wrote to reach 186th skill, I saw 47k exp requirement. It is impossible and you are supposed to reach up to 300 if you go into that only field.
 
I don't like it because it seems that by the time you get any real payoff for the perks the game will be over, as opposed to in warband where if you wanted to be the medic, you could get 14 surgery by a low level early in the game, or be a master archer, or huge party leader. You coudln't be everything right away but you would excel in one way if you wanted at the expense of something else, or be average all around.

Plus many perks don't work/aren't coded so it makes it makes me do weird things like taking all the HP perks just because I know they work.
Also, the way some skills increase is very inappropriate, you have to do poorly and have troops defeated to gain skill in battle and in healing them...... this of course leads to degenerate behavior involving tournament arrows for constantly supply of knocked out recruits....

I would have 2 types of skills, 1 with FP for skills you can actively level, but remove the hard limits, just let them be very slow without more FP.
Then a second point for skills that you can't actively level, like medicine.
Like you get a 'special point' and put that SP in medicine to immediately have +surgery% or into leadership to immediately get +party size, or what have you.
These support skills could still improve by use/time but you could choose to have a useful bonus in one early on, then get another at some point.

There is zero character variety in Bannerlord, so there isn't much replay. If you've played one character... you've played them all.
 
As I tried to explain in this post i wrote last week, I think the current is not a matter of preference but is fundamentaly flawed. I kinda like the *idea* of it, but its current implementation is just broken for so many reasons
 
Yeah the system is not good. Some skills barely level at all, and all skills level very slow after you get to 100 or so, even with max focus points. I think the level of weapon skill should have greater impact on weapon speed, not so much the damage. With speed comes the higher speed bonus and damage through it.
 
I like it, I like that you wont be able to max out every skill in a characters life time. I think it makes it more realistic, it would be cool if you could specialize people in your clan though so everyone can be good at different things though
 
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