Varyag is the worst infantry even tho he is supposed to be the best

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Buff Varyag

And why is that? Simply put beacuse he doesn't have mace. But well since Talewords sticks to their policy of preventing balance for the sake of faction "soul", we have to stick with what we have. But that's not the only problem, on top of that he is the only heavy inf in the game that has to compromise between dmg or movement speed. All other heavies have melee expert which gives both dmg and movement speed,and brawny which gives movement speed and speed relative dmg. Varyag on the other hand gets feller which only gives dmg and makes him literally unplayable aganist other heavy infs and in 1 vs 1, and when he gets brawny he can move, but then he deals close to no dmg. Also we expected 1.7.2 to fix this problem, but instead we only got blunt dmg reduction on improved armour, and -3% dmg on feller.
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So Varyag still makes entire faction useless, and it's supposed to be it's strongest point, while in the end it's the weakest heavy in game. Literally each of their class archetypes is one of the worst or at least in lower 6. Both Varyag and all other types of inf in Sturgia needs a buff, and most urgent one is for Varyag to give him +5% movement speed on feller, as brawny is literally useless perk all across the board. Other solution would be making him 150 gold on top of that, as he literally is worse than legionary in every way possible, and legionary is 150 gold.

TL;DR: Give Varyag +5% movement speed on feller and make him 150.

@badbuckle
 
Wow, my boyfriend Hairless is so smart. I strongly agree with everything stated above and I{m going to reward my boy for that rant tonight UwU :3
 
Let's rewind the time back to like 8,9 months ago when Taleworlds decided that they will change the stats of 50% of the weapons in-game. I personally always check the weapon handling,speed and damage to see what the devs tweak on the different classes and perks.
Before the patch:
There was only 1 axe compared to 2 1h axes for the varyag.
The OG axe had 94 dmg compared to current 90(The damage isn't the issue with the axe)
And 90 or 91 speed compared to the current 87 and 88 for bad and good axes.
Current handling in 86.

The solution:
Increase the swing speed of the axe that comes from the Axe Specialist perk from 88 to 90
Increase the handling of the same axe from 86 to 88.

There was no point in nerfing the weapon I really don't know who gave you the idea. The axe that comes from the improved armor should remain the same but the Axe Specialist axe needs handling and swing speed buff.
 
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The Varyag axe dmg is p good, suspect the reason maces are so much better is because they have more consistent hitboxes and because they're shorter so the ridiculous animations don't mess up your attacks as much. I would, therefore, propose fixing the game rather than papering over the issue with yet another class-specific balance that takes 4 months to come in.
 
Let's rewind the time back to like 8,9 months ago when Taleworlds decided that they will change the stats of 50% of the weapons in-game. I personally always check the weapon handling,speed and damage to see what the devs tweak on the different classes and perks.
Before the patch:
There was only 1 axe compared to 2 1h axes for the varyag.
The OG axe had 94 dmg compared to current 90(The damage isn't the issue with the axe)
And 90 or 91 speed compared to the current 87 and 88 for bad and good axes.
Current handling in 86.

The solution:
Increase the swing speed of the axe that comes from the Axe Specialist perk from 88 to 90
Increase the handling of the same axe from 86 to 88.

There was no point in nerfing the weapon I really don't know who gave you the idea. The axe that comes from the improved armor should remain the same but the Axe Specialist axe needs handling and swing speed buff.
Better axe is way less reliable from the improved armor axe. I actually prefer the worse axe. Making the "better" axe better would be a good start.
There is not a single excuse in the planet for Varyag not being priced at 150. (Berseker for 130 is also just plain scam.)
I also agree with bufffing the movement speed.
Although I'd prefer if all movement speed from perks are removed and inf movement speed being buffed flatly.
I'll also go ahead and say as long as guarentee kick hits stay and blunt damage is 100% penetration, weapons will never be balanced.
 
mace-nerf-normal-weapon-buff when
All blunt weapons that aren't the Western Hammer or Battanian Club are getting nerfed in e1.7.2.

I think we'll have to see how the blunt weapon nerf and the Varyag's "mace hater" perk plays out, though I feel like nerfing all-minus-two blunt weapons is going to cause more harm than good, esp. considering the units of other factions.

If they don't want heavy inf to have bastard weapons, I think they could try and do something similar to what TaleWorlds did with the Sergeant and give the Varyag a "two-handed weapon" Perk 2 perk, since the Bastard Axe in the old days carried Sturgia, but this was also around the time when Sturgia's only decent units were the Brigand (before he became useless), Raider, and Varyag
 
good job hariless this thread will have huge impact on future balancing the time you invested into this will pay off thanks for making the game better
 
Varyag shouldn't be buffed until u have data how it actually performs against the nerfed armor values of other classes / nerfed maces. Since you might take a sword now and deal the same amount of damage as an sturgian axe.
 
Gotta love how during this entire EA period Taleworlds' main response to any glaring game balance issue has been gimmicky perks.

Gimmicky, gimmicky perks.

What a disaster.
 
Gotta love how during this entire EA period Taleworlds' main response to any glaring game balance issue has been gimmicky perks.

Gimmicky, gimmicky perks.

What a disaster.
I still think the main reason for avoiding Warband's equipment/class system is to avoid immortal 8K gold hoarders that can survive getting outnumbered 5:1 multiple times.

Or that's what i'd like to believe, but the reality is that TaleWorlds wants certain classes and factions to be better or worse than one another.
 
I still think the main reason for avoiding Warband's equipment/class system is to avoid immortal 8K gold hoarders that can survive getting outnumbered 5:1 multiple times.

Or that's what i'd like to believe, but the reality is that TaleWorlds wants certain classes and factions to be better or worse than one another.
You could put a limit on how much gold you can make??? This game literally has that. And it still doesnt stop people from snowballing and being OP. For example, in Battle sometimes you fight a thousand horseman and eventually lose obviously. Which makes the game extremely unbalanced and dumb
 
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