List of balance and parameter changes the community will make within 3 days of having our own servers, so we might as well make them now.

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  • Decrease horse top speed by about 20% across the board.
  • Increase jump height to the exact point where jumping over kicks, hitting riders with one handed weapons, and reaction jumping out of the way of horses is possible with correct timing.
  • A general increase to the ease of access to large shields and spears without major sacrifices for most classes.
  • The addition of meaningful armor piercing options for Sturgia.
  • A general increase to archer accuracy to make medium range aiming less RNG dependent while also increasing counterplay options by marginally slowing fire rate, increasing the visibility and audio cues of arrows, and increasing access to large shields.
 
Axe specialist + Feller currently does more damage than maces in heavy inf fights. Overheads are two shot on heavy armor classes, one shot on most everything else. Maces were extensively nerfed in prior patches.
People sleep on the noble axe
 
That's why no one takes maces against them.
The point is that sturgia is not as helpless without/against blunt damage as people think. They’re the strongest they’ve been since varyag had bastard axe. Their light cav and archers are still pretty bad but their inf is very good.
 
yeah these balance changes need to have a referee and TW should be it.

if in your server your nerf archers because you like to play like a vlandian tincan or sturgian with dane axe pretending to be a varangian guard that could repercute in other classes as well.

making horses slower or expensive also could affect gameplay for everybody else.

custom server should be about more items and more maps, more races.
 
☝️
I'm a trash player, usually playing as archer because I have no chance dueling with 160 ping (and lack of skills also)..
So yes, this would affect me.
 
Buffs for Archer Militia, Menavlion Infantry, Legionary, and Cataphract to compensate for a "Ragequit if you die as this unit without getting a kill" downside would be nice IMO.

The addition of meaningful armor piercing options for Sturgia and Aserai.
FTFY, cuz the desert-borne culture is also kinda lacking in anti-armor weapons. I still think that the Guard's Tabar should be replaced with a Quarterstaff, with the +9 armor bonus replacing the Perk 2 Sturdy perk (Sturdy and Improved Armor basically do the same thing anyways, only difference is that you can now see who has more armor)

As for Sturgia's anti-armor options, it seems apparent to me that TaleWorlds insists on making the Varyag an axe specialist, so the only classes that I think CAN receive a blunt weapon are the javelineer and archer.
 
Bit worried about modding becoming available and everyone blindly rushing of to implement their own vision of "balance". That's just not gonna work, as evident by this thread.
Plus, having mandatory mods for people just means fewer people naturally stumble into the competitive community (as competitive players will want to play on servers with their combat changes, when playing outside of matches) - which we really need. Not a fan.

Really hoping TaleWorlds will keep balancing and maybe get off their asses and do it with faster, better iterations. The suggestions as made in this thread are, to me, not what I want to see.
 
Bit worried about modding becoming available and everyone blindly rushing of to implement their own vision of "balance". That's just not gonna work, as evident by this thread.
Plus, having mandatory mods for people just means fewer people naturally stumble into the competitive community (as competitive players will want to play on servers with their combat changes, when playing outside of matches) - which we really need. Not a fan.

Really hoping TaleWorlds will keep balancing and maybe get off their asses and do it with faster, better iterations. The suggestions as made in this thread are, to me, not what I want to see.
These are the issues we brought up in the beginning, but TaleWorlds didn't listen. All specific problems aside: I don't enjoy the game, and what little enjoyment I do get from playing is nostalgia-based. If the choice is between playing the current configuration/combat system/class system, but with minor balance changes, OR not playing; after a few months I will end up choosing the latter. And I'm guessing that a significant share of the community or potential community (warband players waiting for the game to not be terrible before trying to play it) feel the same way. Choose your own equipment, reworking cavalry to make them balanced at default price, fixing the godawful melee mechanics, and resolving all of the lag/bug/server issues is the barest minimum for me. The first three of which TaleWorlds will never fix, meaning the community split has already happened, even if it hasn't fully manifested yet. Some degree of compromise between the various camps will have to happen or there won't be a multiplayer community at all 6 months after release.
 
Bit worried about modding becoming available and everyone blindly rushing of to implement their own vision of "balance". That's just not gonna work, as evident by this thread.
I feel like this problem could've been avoided if TaleWorlds were to ditch their intentional imbalances.
 
Maybe not within three days but I think these are some needed cav balancing acts that need to be implemented. This with the intention to get rid of the current way the class system is set up and move to a system in which there is no class that is inherently better than any others. Now e.g. cav is plain better in most circumstances hence why the cav classes are more expensive. I'd prefer to have all classes to have the same price and all be balanced on the whole. No OP classes anymore.

- Get rid of 'drifty' cav movement. Atm cav can drift across the map, bumping players is inconsistent. Also remove the fact that friendly players get pushed aside when friendly cav runs into them.
- Cav attacks get interrupted when a solid strike hits the horse and should also hit the player on top of said horse.
- Slow down cav significantly. Light horses can have their roll, but most of them should either be fast OR maneuverable, not both.
- Differentiate more between light, medium and heavy cavalry and their horses.
- Significantly nerf or altogether remove the 'double tapping'. The idea is nice, but atm it makes cav movement too unpredictable. (Does anyone have a good idea to nerf it without removing?)
- Change the swinging animation arc to that one handed cav can be viable. Currently, swinging is too inconsistent to really use against inf. It's only useful against other cav because the swing is so high off the ground.

Cheers
 
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