v1.2.4-v1.2.5 Balance Changes

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Making throwing more accurate and harder to punish makes me afraid we're going to slide back to the Jereed meta where people were running around with 24 Jereeds and nothing else. Throwing axes deal ALOT of damage to things such as horses, and are very easy to hit even at the moment. I guess an accuracy buff isn't the worst thing to make them more consistent, and the shield damage nerf is honestly pretty great combined with that. The total damage on those things is criminal in the right circumstances though.

I'm also a bit worried about the horse dismount mechanic, especially on light cav. With 70 damage required on heavy cavalry, I don't see it being as impactful, but 50 for light cav is a pretty normal number to see in cav duels, and will most likely make cavalry avoid those more and more as time goes on. And on the topic of cav, it's really hard to tell at this point how the riding skill changes are gonna change things, but archers on horses continue to be a problem, and I don't really see this fixing it. We will have to see though.

I find the Imperial Heavy axe length change curious. It will either be a major buff to one of the best infantry classes in the game, or it will inadvertently nerf the unit due to causing them to actually hilt hit like some of the other axes. Right now the Legionary is THE best heavy infantry in closed spaces and amazing at hugging other units due to the speed and short length of their axes.

I also don't think improving the hunter perk for archers is a necessary change. Archer is already the best counter to cav running rampant on the field, and this will only make it easier to one or two hit horses. Especially with Vlandian crossbows, which will almost guarantee a one hit on a horse coming towards you.
 
people should never be able to block while they have throwables, it just doesn't make sense and brings back the most stupid meta to the game again, i also dont think cavs being dismounted by hit is suitable for multiplayer
 
Don't buff hunter, don't implement dismount or knockdown and think again about that empire axe change and I'd be good to go.
I'd be curious on the throwers, but touching them is always a delicate balance to strike between making them useless, situational or straight up OP. I do believe throwing is absolutely fine at the level it is right now and no change should be done to it.
 
I dont know what people expect from 1 guy, he buffed sturgia and khuzait (2 lowest wr factions) and did slight vlandia nerf.
Horses buffed, hunter perk buffed as a counter weight.
Horse knockdown - good change, as 13 damage threshhold was reached so rarely people actually though knockdown was removed from the game entirely.
Rider dismount - that is a questionable change. Of course it depends on the chances to dismount but once again lifts the value of the light cav above heavy option. Why would you go heavy cav if you can be dismounted by cheaper class in 1 random 20 damage hit...
Anyway, patch is in the right direction, keep it up!
 
Not gonna comment on the other things, as it is fair to change things and worth a "test" if not prolonged if it isn't fit and a nice surprise seeing mp getting updates.

The only thing i worry about, from a skirmish viewpoint, the empire axe is already very good, high damage against heavy armor and 1 shot if it's a headshot on majority light units and really easy to "spam" with because of swing speed.

Making the axe better would rule out all the other options for the empire heavy unit, its nice having the choice between mace, sword and axe. Where they all have their own role, like breaking shields, damaging high armor units, etc, instead of one being better than all.
Not to mention the fact that the empire axe is already one of the better weapons to pick from, besides its reach, which was the only thing that made it "balanced enough" for me.
 
As others have mentioned, I don't think making archers even more anti-cav is a good idea. If anything, I wonder if it'd be prudent to reduce Hunter's damage bonus from 50% to 35%. Head and neck hits might not be affected as much, but it should make leg and torso hits more punishable.
 
I dont know what people expect from 1 guy, he buffed sturgia and khuzait (2 lowest wr factions) and did slight vlandia nerf.
Horses buffed, hunter perk buffed as a counter weight.
Horse knockdown - good change, as 13 damage threshhold was reached so rarely people actually though knockdown was removed from the game entirely.
Rider dismount - that is a questionable change. Of course it depends on the chances to dismount but once again lifts the value of the light cav above heavy option. Why would you go heavy cav if you can be dismounted by cheaper class in 1 random 20 damage hit...
Anyway, patch is in the right direction, keep it up!
To be honest heavy rider is much harder to dismount at 70 threshold than light at 50, so that might make heavy more valuable in all of this. Add to it the knock down buff that we're still pretty unlikely to see with light cav and it seems to me that heavy might actually get picked more again instead of taking 2 light cav spawns and one peasant spawn at 380 gold.
 
I dont know what people expect from 1 guy, he buffed sturgia and khuzait (2 lowest wr factions) and did slight vlandia nerf.
I wouldn't be surprised if Vlandia still remains to be good at everything tbh.

I personally haven't had too many issues playing as or against Khuzait myself, though I think what Sturgia needs regarding buffs is additional blunt weapons, since one can already imagine the outcome of a Sturgia v Vlandia matchup

Unfortunately, TaleWorlds seems insistent on making the Varyag an axe specialist. I think blunt weapons can come in the form of Brigand and Hunter buffs.

Brigand could probably get a small baton similar to the Khuzait Infantry Club as an "Improved Armor" weapon, where it's sub-optimal against light infantry, shock troops, and light archers

Hunter because the Sturgian Sword from the Shield perk downgrades the Raider Axe. Being able to deal blunt damage might be worth not having a longbow.
 
Think most of these changes are positive. The cav dismount mechanic for me could be interesting if done well, it will punish archers and inf that mount horses. I agree with Hancock that cav might wanna get a little more resistance. The only other concern I have is the jav change, the stun while being non intuitive was a good mechanic that punished people for being greedy. If you believe that mechanic was bad for new players than you need something else to discourage people from having javs held all the time.
 
Renamed the bows given by the Steppe Bow Khuzait class’ individual perks and slightly modified their statistics.
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.

Would it be possible to know what about their statistics got changed?
 
@badbuckle
The biggest quality of life change that you could do for multiplayer with the smallest effort is to have this:

image.png


max out not at 1 but at 4

People right now max this, lower all other settings and increase windows volume to be able to barely hear cav since otherwise they wont hear anything

Thank you in advance!
 
Renamed the bows given by the Steppe Bow Khuzait class’ individual perks and slightly modified their statistics.
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.

Would it be possible to know what about their statistics got changed?
The Khuzait bows seem to just hit harder. Will have to look further into detail about how they got changed

On the topic of Aserai though, I wonder if the Jereed would need to be demoted to a perk weapon rather than just be part of the Skirmisher's base kit. I feel like they should have slightly stronger javelins than other factions by default, but making the Jereed the standard option makes it pointless to pick anything other than Rapid Throws, since you still have the strongest javelin in the game.
 
As an archer player, I really don't think the Perk Hunter needs to be buffed 50% is already really strong and is the strongest part of the class. If you guys want to buff archer please buff other areas, not hunter perk.
 
As an archer player, I really don't think the Perk Hunter needs to be buffed 50% is already really strong and is the strongest part of the class. If you guys want to buff archer please buff other areas, not hunter perk.
I feel like archers need to actually be nerfed tbh. I think the only way to go about that without making them completely useless would be to give server hosting tools the ability to set class limits, with official TaleWorlds servers having a 16% limit on archers, and maybe 40% for Cavalry?

I think for Skirmish (assuming the matchmaking system stops being broken), the default limit for both archers and cav could be 50%

Iunno, I can't help but think that "play archer and nothing else" shouldn't really be a valid tactic, cuz the game in its current implementation allows for all-archer teams to be a substitute for individual player skill

I think Captain can afford to not have class limits, since units are usually balanced by their model counts, with light archer numbers being comparable to heavy inf, and heavy archers being low enough that they might hit single digits without the Reinforcements perk
 
I find the Imperial Heavy axe length change curious. It will either be a major buff to one of the best infantry classes in the game, or it will inadvertently nerf the unit due to causing them to actually hilt hit like some of the other axes. Right now the Legionary is THE best heavy infantry in closed spaces and amazing at hugging other units due to the speed and short length of their axes.
As you wrote, the risk is making it the same as the sturgian heavy axe that is so long that hardly does damage because the swings mostly don't hit with the blade..
Sturgian axe is on 93 or 96 length (with the axe perk) so the empire's in theory still won't be as long and could actually be decent. To be seen really.

But, what i want to say with this post is, maybe decreasing the length of the sturgian varyag axes could be the buff that sturgia desperately needs.
Right now, upper hits seem to be the ones who reliably get most damage in for varyag units while side swings are a big maybe.
 
I feel like archers need to actually be nerfed tbh. I think the only way to go about that without making them completely useless would be to give server hosting tools the ability to set class limits, with official TaleWorlds servers having a 16% limit on archers, and maybe 40% for Cavalry?

I think for Skirmish (assuming the matchmaking system stops being broken), the default limit for both archers and cav could be 50%

Iunno, I can't help but think that "play archer and nothing else" shouldn't really be a valid tactic, cuz the game in its current implementation allows for all-archer teams to be a substitute for individual player skill

I think Captain can afford to not have class limits, since units are usually balanced by their model counts, with light archer numbers being comparable to heavy inf, and heavy archers being low enough that they might hit single digits without the Reinforcements perk
Archer is actually a weak class in the current state for skirmish. But the power level of hunter which is the strongest perk in the game makes it broken in hyper-specific situations. So I don't think archers need a nerf at all, I just think Hunter doesn't need to be buffed and likely nerfed, and then other aspects of the class buffed.

Also for the competitive Skrimish scene at least for NA, there are built-in rules regarding class limits. Idk what the power lvl is in tdm or captain and to be honest my opinions are based on Skrimish.
 
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 ☝
Thank you, tried to keep balance between cavalry and infantry players while doing the changes at most :smile:
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.
On our tests, because the accuracy of throwing axes were really bad, players having a really hard time to use them "meaningfully" and also it was looking like a useless weapon with that kind of an accuracy penalty. The main concern was making it usable in a natural feeling.
The damage of them actually re-calculated and decreased a little bit. If it becomes kind of overpowered at any point, we can always check back the damage calculations and adjust them a bit more without a problem.
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.
I'm on it. Will try to test it out and see if we have a problem with the hitbox or not.
 
...
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)
...
I can understand that your opinion on adding "variety" and its like a personal opinion i can accept, but some of the concerns you are having is not accurate because you are just talking in regards of the numbers/explanations that are given.
I'm ok with your opinion and feedbacks on dismount, cause it's, well, pretty explanatory with its name only :p but for example, about knockdowns, the actual changes are soo little that even if i didn't mention them on the changelog, you may probably missed it in the actual gameplay.
So that's why i'm asking you guys to test it out before making any decisions.
Other than that, i'm completely open for feedbacks and changing the problematic parts in regards of players' concerns, no problem :smile:
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.
There are some cool feedbacks to look up, even they are not related with the current changes :grin: So i'll note them up to investigate furthermore.
Some points i disagree with tho, firstly, most of these changes are actually gathered from competitive scene feedbacks. So regardless some of the newly introduced things are hard to "get used to" , most of them actually will fix unbalanced situations that especially causing problems on the competitive events. ( khuzait being underpowered, abusing stab animations, head&neck pierce damage multiplier etc. )
Secondly, i can understand that you could having hard time with some systems, like shields, kick slashes, shields not protecting feets etc. But these are some of the things that defines the games "feel" Like they are not altered or anything, this is how it is in the core gameplay :grin: Not all shields should cover the feet, cause well, then infantry will be invincible or you should get kicked and damaged *if* you are not paying enough attention. These are the things that adding dimensions and flavor to the game basically. So i'm not sure if all of the things you mentioned are fixable when it comes to that :smile: Thanks for all the comments, i'll take notes from problematic situations you've mentioned.
 
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
I'm not sure if you are confused these changes with SP but if not, sergeant was having best armor amongst the other heavy inf units :grin:
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.
Thanks for the feedbacks ^^ No actually non-cav archers having a really bad time with all the riding penalties now. It is the other way around :smile:
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.
Yep will take a look at it again if people continue to have problem with the Light cav units.
 
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