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v1.2.4-v1.2.5 Balance Changes

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badbuckle

Developer

v1.2.4 Changes​

Hello warriors!

With patch Beta v1.2.4 we’re introducing a number of Multiplayer balance changes based on the analytics data and the feedback you’ve provided to us here on the forums, Discords and elsewhere.

The lobby has been opened on Beta alongside a number of servers - allowing you to test the changes. We’re very much looking forward to your feedback! Please share it with us in the replies below.

Have a nice day and have fun with the new changes. See you all!

Overall​

Some of the feedback we received was about the overusage of staggering animations. We slightly decreased their damage to discourage that and incentivize their usage for their functionality rather than as a semi-substitute for melee attacks.
  • Modified the base damage of all staggering animations from 3 to the following values:
    • Kick: 2 Damage
    • Small Shield Bash: 1 Damage
    • Large Shield Bash: 2 Damage
    • Two Handed Melee Bash: 2 Damage
    • One Handed Melee Bash: 1 Damage

Using thrust attacks to the Head and Neck area in close combat often resulted in an unnaturally high damage dealt to the receiver. We reduced the multiplier to lower the damage.
  • Reduced the Head and Neck pierce damage multiplier from 2.0 to 1.5 for all melee thrust attacks.
    • The Ranged piercing attacks remain at the 2.0 multiplier.
    • The Blunt and Cut damage types have a multiplier of 1.2.

Using a horse with an infantry class brought little to no penalties. This allowed for some unbalanced combinations - taking a cheap class, acquiring a suitable weapon and jumping on a horse to emmulate a Light Cavalry class. While we don’t think this should be outright banned through the game mechanics, we do believe there should be some skill penalties associated with going down this route. Cavalry classes will therefore better utilize fighting on horses than their infantry counterparts.

We’re also re-introducing the dismounting mechanic - with damage/class resistance values determining whether the player will be dismounted or not. This opens up a new way of countering horse riders (both cavalry and non-cavalry classes).
  • Introduced drastically increased attack penalties for non-cavalry classes using mounts.
    • Penalties are calculated using the Riding skill of each class. They’re most pronounced when the Riding skill is 0 and disappear at and above Riding skill 100.
    • A 20% penalty on both melee and ranged parameters listed below is applied at 0 Riding skill (with the exception of the Ranged accuracy penalty which starts at 40%). These penalties are then scaled down as the Riding skill rises towards 100.
      • Melee: Decreased attack swing and thrust speed
      • Ranged: Decreased reload speed, readying speed, accuracy
    • Adjusted the riding skill of all classes across all modes both for the Player characters as well as Troops in Captain mode:
      • [Class]: [Player character] - [Troops]
      • Light Infantry: 40 - 25
      • Shock Infantry: 40 - 40
      • Light Ranged: 40 - 50
      • Skirmisher: 40 - 50
      • Heavy Infantry: 50 - 60
      • Heavy Ranged: 50 - 75
      • Light Cavalry: 150 - 200
      • Heavy Cavalry: 150 - 250
      • Horse Archer: 150 - 250
      • All Khuzait Player characters and Troops have an additional 25 bonus Riding skill.
  • Re-introduced dismount combat effects and adjusted dismount resistances.
    • In order to dismount a player you must use the appropriate weapon, hit one of the critical body parts (head,neck,chest or shoulders) and deal greater damage than the dismount resistance value of their class:
      • Light Infantry: 25
      • Shock Infantry: 30
      • Light Ranged: 30
      • Skirmisher: 35
      • Heavy Infantry: 40
      • Heavy Ranged: 35
      • Light Cavalry: 50
      • Heavy Cavalry: 70
      • Horse Archer: 70
      • All of the Khuzait Infantry have an additional 10 bonus resistance.
    • A dismount tag has been added to several weapons which can be obtained through perks listed below. Some weapons dismount the enemy with swing while others with thrust attacks.
      • Empire
        • Menavlion Infantry: Longer Menavlion
        • Courser: Cavalry Spear
        • Cataphract: Spearhead
      • Vlandia
        • Voulgier: Billhook
        • Vanguard: Cavalry Spear
        • Knight: Lancer
      • Battania
        • Savage: Hammer
        • Oathsworn: Cavalry Breaker
        • Mounted Warrior: Line Breaker
      • Sturgia
        • Berserker: Two Handed Maul
        • Varyag: Cavalry Breaker
        • Druzhinnik: Lancer
      • Khuzait
        • Spear Infantry: Cavalry Breaker
        • Nomad: Line Breaker
        • Lancer: Glaive
      • Aserai
        • Skirmisher: Shield and Spear
        • Guard: Bardiche
        • Jawwal: Bamboo Spear
        • Mamluke: Lancer


With the newly re-introduced dismounts - Cavalry players have one more thing to worry about. Combat mechanics like knockbacks and knockdowns were so far rarely encountered in combat. To increase their frequency and to offset the additional risk posed by the dismount mechanic (especially when charging into the enemy cluster of players), we made the knockdowns more reliable by tweaking values associated with them - allowing Cavalry to disrupt enemy formations more effectively.
  • Reduced the minimum amount of damage required for a mounted charging horse to knock down a player from 13 to 10.
  • Adjusted the damage and speed of several horses:
    • Empire War Courser: Increased charge damage from 6 to 7
    • Khuzait Tarpan: Increased charge damage from 4 to 6
    • Khuzait Makeb: Increase charge damage from 7 to 8
    • Khuzait Steppe Tough Horse: Increased charge damage from 4 to 5
    • Aserai Barb: Increased charge damage from 6 to 7
    • Khuzait Steppe Horse: Increased speed from 173 to 177

Some of the weapon types have an unbalanced advantage against shields, while others aren’t as effective as they should be. We adjusted the values of shield damage multipliers to remedy that.
  • Adjusted several shield damage multipliers:
    • Axes: Remain at 1.4
    • Maces (blunt damage): Increased from 0.5 to 0.7
    • Swords (cut damage): Decreased from 1.0 to 0.7
    • Ranged weapons:
      • Javelins: Increased from 0.25 to 0.50
      • Throwing Axes: Decreased from 1 to 0.6
      • Bows and Crossbows: Increased from 0.1 to 0.15

Based on your feedback, we adjusted the ranged weapon usage in close combat. The increased angle in which the stagger effect triggers should minimize the unintended mechanic of using ranged weapons at such a short distance.
  • (Already in v1.2.3) Increased the angle in which the stagger effect triggers when using a ranged weapon and being “hugged” by an enemy from 90 to 180 degrees.
  • (Already in v1.2.3) Players that have a throwable weapon can now block with a shield without getting staggered. Trying to throw the weapon will, however, still stagger you.

Weapons​

  • Khuzait Ild
    • Increased Swing Damage from 57 to 64
    • Increased Thrust Speed from 90 to 93
    • Decreased Thrust Damage from 36 to 35
  • Khuzait Heavy Ild
    • Increased Piercing Damage from 35 to 38
  • Nordic Shortbow (used by Sturgia Hunters)
    • Increased damage from 42 to 45
  • Raider Axe
    • Increased damage from 75 to 78
  • Imperial Heavy Axe
    • Increased length from 71 to 82
  • Highland Axe
    • Increased damage from 75 to 77
  • Aserai Axe
    • Increased damage from 71 to 75
  • Javelins
    • Increased ready speed from 0.650 to 0.800
    • Increased release speed from 1.050 to 1.200
  • Throwing Axes
    • Increased ready speed from 0.650 to 0.750
    • Increased release speed from 1.000 to 1.200
    • Reduced inaccuracy penalty from 5.0 to 2.0 (results in greater maximum accuracy)
  • Renamed the bows given by the Steppe Bow Khuzait class’ individual perks and slightly modified their statistics.
  • Changed some weapon pieces used by the Battanian Long Spear, Khuzait Long Spear and Khuzait Spear.
  • Renamed 3 spears (Khuzait Long Infantry Spear, Sturgian Long Infantry Spear, Battanian Long Infantry Spear) provided with the Cavalry Breaker perks and slightly adjusted their statistics.

Armors​

  • Sturgia Berserker
    • Armor increased from 2 to 7
  • Sturgia Varyag
    • Armor increased from 42 to 45
  • Vlandia Sergeant
    • Armor decreased from 42 to 40

Perk Adjustments​

  • Adjusted the Full Barding perks.
    • Increased Khuzait Full Barding perk armor from 24 to 26.
    • Increased Sturgia and Aserai Full Barding perk armor from 26 to 28.
    • Sturgia Druzhinnik, Aserai Mamluke and Khuzait Lancer Full Barding perks now reduce the ranged damage dealt to the horse by 25%.
  • Increased the Hunter perk bonus from 50% to 60% (damage to mounts).
  • Added Western Lance and removed Vlandian, Sturgian, Aserai Heavy lances from the Tournament Master perk weapon pool.
  • Renamed the Vlandia Vanguard Half Barding perk to Barding.
  • Fixed a bug that caused the Mobility perk for Khuzait ranged infantry to be applied while mounted as well.

Captain Mode Changes​

  • Decreased the Shield Strength Modifier which applies to all troops from 50% to 25%, making it easier to break shields.
  • Removed the Aserai Spear from the Aserai Jawwal troop equipment pool. They are now all equipped with the Aserai Long Spear.​



v1.2.5 Changes​

Hello everyone, thank you for your feedback on Beta v1.2.4 MP changes - we’ve done a number of changes based on it. These changes are being included with the most recent Beta Patch v1.2.5 which is already accessible on Steam. The lobby and servers are open so feel free to test it all out!

We increased penalties for horse riding of non-cavalry classes. All the previous penalties, which were set at around 20%, were increased to 30%. We also increased the weapon inaccuracy multiplier from 40% to 1500%, to make it sensible in-game.
  • Introduced further ranged weapon penalties to non-mounted classes when riding. If a class has 0 riding skill, the below penalties will apply. These are then reduced and eventually removed when a class reaches 100 or above riding skill.
    • Increased reload speed penalty and weapon readying speed penalty from 20% to 30%
    • Increased the time needed to achieve maximum accuracy by increasing the penalty from 20% to 30%
    • Increased the weapon inaccuracy multiplier from 40% to 1500% which will significantly widen the crosshair
We also heard your concerns about the dismounting feature and fine tuned it into a more viable and functional state.

We tweaked the get-up animation, which is used right after dismounting. From now on, players will get up faster and can use their block ability while trying to get up. With this change, we are trying to give dismounted players an opportunity to protect themselves, and not getting one-shot killed everytime they get dismounted.
  • Increased the animation speed of getting up after being dismounted. You can now also start blocking at an earlier point while getting up.
Many of you stated that cavalry classes became hard to play and a lot weaker with the recent changes. Both because of the lower dismount resistances and dismounting weapons being hard to notice. That’s why we increased the dismount resistance values of cavalry classes to a point where they have a distinct advantage in comparison to their non-cavalry counterparts.

To make the readability of dismounting weapons a lot more clear, we’ve changed the perk-based dismounting system (where players have the ability to dismount by choosing specific perks) to a more weapon based system. From now on, all of the two-handed axes and maces have the dismounting ability. So if you see someone wielding a huge two handed weapon, you need to watch out for them. There are only 2 extra weapons that are excluded from this rule, Glaives and Longer Menavlions. Both of them being huge weapons, it will be hard for you to miss them!
  • Increased dismount resistances of cavalry classes:
    • Light Cavalry: Increased from 50 to 75
    • Heavy Cavalry: Increased from 70 to 85
    • Horse Archers: Increased from 70 to 80
  • Only the following weapons now have the ability to dismount players:
    • All two-handed axes (including alternative usage axes)
    • All two-handed maces
    • Glaive (heavy and normal) and Longer Menavlion

To make things balanced with the newly adjusted dismounting feature and make cavalry have different tanky options, we changed the “Long Axe and Shield” perk of Druzhinnik to a more defensive perk named “Unbreakable“.
  • Swapped the Sturgia Heavy Cavalry (Druzhinnik) "Long Axe and Shield" perk with "Unbreakable". The new perk features are:
    • Stronger shield
    • 15% Melee and Ranged damage reduction
With the latest axe adjustments, Imperial Heavy Axe was also buffed with v1.2.4. Because it made an already good weapon a lot stronger, we reverted the latest buff to it and instead gave it a bit of weakening touch to make things balanced between the weapon options.
  • Imperial Heavy Axe:
    • Decreased damage from 88 to 82
    • Decreased length from 82 to 69 (reverted v1.2.4 change)
Other Multiplayer changes/fixes that were also included with the v1.2.5 patch:

Crashes
  • Fixed a server crash that occurred at the end of the match.
  • Fixed a client crash that occurred after failing to connect to a custom server.
  • Fixes
  • Fixed a bug that allowed you to cancel the reload animation for bows and throwing weapons.
  • Fixed a bug that prevented damage speed bonuses from being correctly calculated.
  • Fixed a bug that prevented some perk effects from being applied.
  • Fixed the incorrect reload speed value of "Replenished" and weapon damage bonus of "Strong Arm" perks according to their descriptions.
  • Fixed a bug that prevented the map version on the Map Downloader popup from being correctly displayed, leading to false warnings.
  • Fixed a bug that corrupted the terrain visuals when re-downloading a scene with the Map Downloader.
  • Fixed a bug that caused spectators to be listed as team members on the HUD.
  • Changes
  • Updated the matchmaking rules to support populating existing games to full capacity during the warmup phase.
  • Added the ability to mark custom servers as favorites.
  • Added the ability to set tickrate for dedicated custom servers using the "/tickrate" command line argument or the "set_server_tickrate" console command.
  • Players now need to download all missing maps being played on the server via the Map Downloader before joining.
 
re-adding dismount mechanic that everyone hated back (y)

buffed cavs even more with knockdowns and charge damages (y)

no info about fixing matchmaking (y)

some buffs to cursed sturgian throwing axe (y)

decreased fighting speed (y)


TALEWORLDS AS ALWAYS
 
  • Reduced the minimum amount of damage required for a mounted charging horse to knock down a player from 13 to 10.
  • Adjusted the damage and speed of several horses:
    • Empire War Courser: Increased charge damage from 6 to 7
    • Khuzait Tarpan: Increased charge damage from 4 to 6
    • Khuzait Makeb: Increase charge damage from 7 to 8
    • Khuzait Steppe Tough Horse: Increased charge damage from 4 to 5
    • Aserai Barb: Increased charge damage from 6 to 7
    • Khuzait Steppe Horse: Increased speed from 173 to 177

cav gameplay in 1.2.4:

bowling-strike.gif
 
I will test this tonight! I hope we won't have to wait too long for the implementation of the targeting system in MP for captain mode and mods ☝️👀
 
Remove dismount mechanic please. It doesn't even work properly and glitches out half of the time (if you can't make it work without flaws there is no point having it) + nobody from the competetive side seriously wants it or ever wanted it. Putting it on light cav is beyond broken. Also some of the weapon choices like Glaive for Khuzait are really odd.
 
As a guy who organizes big events with formations, I really like the idea of those changes 👐 (didn't test those yet). Having cavalry formations being able to charge through inf formations with more power at the cost of making it more challenging for cav players when doing so against pike formations seems very fun to me ☝
 
re-adding dismount mechanic that everyone hated back (y)

buffed cavs even more with knockdowns and charge damages (y)

no info about fixing matchmaking (y)

some buffs to cursed sturgian throwing axe (y)

decreased fighting speed (y)


TALEWORLDS AS ALWAYS
- I know people had bad experiences with dismount before but we come up with a proper system that doesn't feel like it randomly happens, have rules, resistances and already working mechanic. So please test it out first, maybe you'll like it in the end.

- Knockdowns and knockbacks for horse charges are up and running already, we didn't change how they work. Also knockdowns don't really happening all the time, even if you get enough damage from a horse, the horse should facing you in a required angle, also had enough speed etc. to actually make a successfull knockdown. In the end, this is really a minor change when it comes to in-game balances.

- Matchmaking fixing is not a balance change. This is a balance thread. As far as i know there are improvements on that, but you can find detailed info on the patch notes on Steam.

- I have no idea what do you mean by cursed. If you are indicating that throwing axes functioning bad, i think it should be correct to buff them? If not, there were lot of feedbacks towards throwing axes have really bad accuracy and cannot be used as they are intented. So with these changes ( + their speed bonus ) you'll get proper damages, a working accuracy and also feel more " natural " with the related animations.

- Again, i have no idea how did you decided these changes will decrease the fighting speed in anyways without testing them :sad:
 
dont get me wrong changes look very promising and might even add extra dimensions to the gameplay, keep it up!
 
- I have no idea what do you mean by cursed. If you are indicating that throwing axes functioning bad, i think it should be correct to buff them? If not, there were lot of feedbacks towards throwing axes have really bad accuracy and cannot be used as they are intented. So with these changes ( + their speed bonus ) you'll get proper damages, a working accuracy and also feel more " natural " with the related animations.
Short bows and throwing axes are spot on if you just click left mouse, which is a bug. Not a single time have they gone anywhere other than right in the middle of the screen, not even while jumping when throwing them, that needs to be looked on, along with the ballerina strikers who spin their bodies and still hit you for 30-50 damage without a chance to react.
 
@badbuckle Could you please fix the khuzait infantry shield hitbox while you're at it.
Any archer can shoot khuzait infantry in the head when he's actively using the middle block, it really needs some work.

 
Update for siege player.

Useless for competitive play.
Add double spam
Make the chambers work
Improve the shots to balance the game. The shots are the enemies of the cavs. This will make the cav less strong. The projectiles must go faster. The shoots need to be slower. When we aim we have to be able to change the target without our viewfinder becoming as big as our ****.
Removing this crappy shield system, we can't change sides quickly enough, so when we're in 2vs1. We can't block right then left (which is what they wanted us to do). We have to block direction down to mid and that doesn't protect well.
The sound of the game bug we can't hear the cavs well
Weapon switches are too slow (especially in archer)
You have to do only battle 1 life in competitive mode
Make sure we can choose our equipment or do good perks because it's not as much **** as before but it's still ****.
The reverse animation system creates a lot of problems.
You have to put back bumps because the cavs can't teamplay like on warband. And it slides under the horse
In a cav duel you can't do a feint. Feints are slower than the guy spamming.
This is due to a general problem with the game. The Hold mechanic is useless. Having your move already ready compared to someone who is spamming doesn't give you a big enough advantage in terms of speed. The guy in front can spam and outrun you. It is not normal. Holder a shot should give the advantage to the one who has his ready shot.

Bottom hits do too much damage between 70 and 90 in the head. It's way too much.

Kicks with a shield should be longer, it's too easy to kick slash a guy.
The inverted anim system gives strange visual renderings in competitive.

The ² key is too long when you release it to return the camera. So you can't see behind as well as on warband. So difficult to block the cavs.

A poke should stop the opponent's move even if it does little damage, because it punishes the player who has the best timing. In a competitive game, the player who has the best timing should not be punished because of the game's RNG. In a duel cav, it can make you die and it's totally random. If I hit before I poke and the opponent doesn't. I die when I just got better and the game punishes me for it. In a competitive game this is not possible.
There must only be one faction that has javelins like on Warband. Today all factions except Vlandia have javelins. It's overused, it causes too much damage and it's uninteresting to have people throwing things at each other rather than fighting.

The shield should better protect the feet of the infs. Already because if we improve the shots to counter the overpowering cav, it will be too easy to kill an inf just by aiming at its feet. On warband the shield protected better and doing leg shots had to be good and it was rare (I used it often but here it's abused as it's simple).

The ranked system sucks. We would have to put back random skirmish without ranked and for ranked make a captain system which picks the players according to the stats he sees from them (like on the warband matchmaking). Captains are appointed from among the players with the highest ELO. There are not enough players in the game for an algorithm that makes teams according to MMR, and there are too many parameters to take into account. There are versatile players who are good in all classes and others who are terrible outside of a class. The simplest thing is to let humans decide based on what they know about the players and the stats they can see on them.
You have to put the perfect blocks back
There are major hit box issues (sometimes you pass through an enemy without doing him any damage, sometimes you hit an ally behind him. This probably comes from the inverted animation). People slip under horses. There are elements of the decor that have too large a hit box, which blocks arrows or horses on invisible things.

There is an aimoffset problem. It's too slow, or it makes the animations buggy (aimoffset abuser).

The spearmans are too slow with their spear against the cavs. They also don't have much more range, which means that a pikeman facing two cavs can't do anything. Or in an inf fight we often poke. It's too random.

The damage on the horses of infantry and archers is too much. It's because TW wanted to nerf the cav, but in the end it doesn't work. It's just ridiculous, you can be dismounted in one hit by a guy who isn't even aiming at you.
If we improve the archers, the cavs will be much less effective in the inf fight to do damage and we should deal less damage to the horses.

Currently even with a paper horse you can arrive at full speed, one shoot a guy. Leave and come back in one shot one. It's lousy gameplay, because it's almost just luck. You can make a massacre in one round and the next round be an instant dismount. In addition there is no skill to go around the map at full speed.

Whereas if we made the bumps more useful like on warband to help our infs (if we take less damage on the horses it will be interesting to teamplay with his inf to make a bump which will help him), the stronger shoots ( you should put your shield on like on warband and be careful not to get headshot). This will emphasize decision-making and not going all out and spamming moves.
 
- I know people had bad experiences with dismount before but we come up with a proper system that doesn't feel like it randomly happens, have rules, resistances and already working mechanic. So please test it out first, maybe you'll like it in the end.

- Knockdowns and knockbacks for horse charges are up and running already, we didn't change how they work. Also knockdowns don't really happening all the time, even if you get enough damage from a horse, the horse should facing you in a required angle, also had enough speed etc. to actually make a successfull knockdown. In the end, this is really a minor change when it comes to in-game balances.

- Matchmaking fixing is not a balance change. This is a balance thread. As far as i know there are improvements on that, but you can find detailed info on the patch notes on Steam.

- I have no idea what do you mean by cursed. If you are indicating that throwing axes functioning bad, i think it should be correct to buff them? If not, there were lot of feedbacks towards throwing axes have really bad accuracy and cannot be used as they are intented. So with these changes ( + their speed bonus ) you'll get proper damages, a working accuracy and also feel more " natural " with the related animations.

- Again, i have no idea how did you decided these changes will decrease the fighting speed in anyways without testing them :sad:
- yeah, this time its not random but, instead of adding the variety we are trying to get. it will just end up no cav duels being played and still some rng with damages.

- knockdowns were a thing when we were playing with camels and more charge damage in older patches. knockdown is %100 death cuz animation is so slow that you need at least 4 seconds to get up. same goes for dismounting.

-i agree on this.


- play brigand on sturgia, get throwing axe and press lmb just once. its and insta throw that cant be seen by human eyes and most likely end up breaking a shield, dismounting a cav or killing someone (they'll go even accurate now.)

-i can see that, now with hunter perks will even deal more damage to horses. we'll play sitting on the most open spot possible, no cav fighting each other. just archers shooting and throwers are kiting.


we have a tourney ongoing,and this kind of changes im speaking behalf myself, i dont want this type of "variety"

all i could ask is nerfing archers mounting cavs, and stab damage (preferably pierce, its already done tho)

you've made great changes as well but things mechanical like dismounting and knockdowns. we could have a combat test tourney as we did on past. cuz im pretty sure we are not getting a big patch for multiplayer for a long time.

it would be good if you reconsider some of this changes. rest good job

also, kicking animation is just not looking natural. its like character stumbling :p that would be a good quality of life change
 
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Why did vlandian sergeant got his armor nerf? Vlandia already has the lowest armored units. The sergeant has the lowest armor of all t6 infantry troops i think. I would rather buff them than nerf them
 
Stab nerf is good.
Cav dismounting thing is bad.
The knockdowns you couldve done without adding bump damage. This is a double buff where only singular may be needed.
Horse hunter perk buff? ehh
A 20% penalty on both melee and ranged parameters listed below is applied at 0 Riding skill (with the exception of the Ranged accuracy penalty which starts at 40%). These penalties are then scaled down as the Riding skill rises towards 100.
i mean this is good i guess.

Also archers will be better riding mounted than before? why?? that isnt a good change at all. Should be harder. Correct me if it is the other way around.
 
Change the aim(accuracy) system as like warband. We can not flick shots we can not change our aim more than 45 degree. Nerf stabs more - Buff khuzait infantrys more - Make kick system is slower when you have shield - Nerf cav damage but buff their bumps. it means make them be supporter for infantrys not executer. Imagine vlandia vs sturgia infantry fights swords deal 20-30 axes deal 20-30 damage but when 1 cav come with full speed or slow doesn't matter if cav stab your head with lance it deal -70 -60 -80 damage. It is not even couch. So make cavs is supporter not executer.



- I know people had bad experiences with dismount before but we come up with a proper system that doesn't feel like it randomly happens, have rules, resistances and already working mechanic. So please test it out first, maybe you'll like it in the end.

- Knockdowns and knockbacks for horse charges are up and running already, we didn't change how they work. Also knockdowns don't really happening all the time, even if you get enough damage from a horse, the horse should facing you in a required angle, also had enough speed etc. to actually make a successfull knockdown. In the end, this is really a minor change when it comes to in-game balances.

- Matchmaking fixing is not a balance change. This is a balance thread. As far as i know there are improvements on that, but you can find detailed info on the patch notes on Steam.

- I have no idea what do you mean by cursed. If you are indicating that throwing axes functioning bad, i think it should be correct to buff them? If not, there were lot of feedbacks towards throwing axes have really bad accuracy and cannot be used as they are intented. So with these changes ( + their speed bonus ) you'll get proper damages, a working accuracy and also feel more " natural " with the related animations.

- Again, i have no idea how did you decided these changes will decrease the fighting speed in anyways without testing them :sad:
 
If you guys want to keep the dismount mechanic, it instantly feels very noticeable that the Light Cav number is to low imo. Id change that to 70 and heavy cav to like 85. But Iv done 0 testing and just kinda looking at it.
 
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