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I think I want to replay this game, can anyone share any spectacular seeds that still work post Lindwurm patch? Don't necessarily care about starting bros' stats, just want a nice interconnected map with a good range of settlements and available buildings.
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# ¿ Jan 20, 2018 19:30 |
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# ¿ May 8, 2024 00:44 |
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Drone_Fragger posted:Figured out why I sucked so bad, bandit leaders only spawn in camps I believe. If you don't get a "clear out a camp" mission, the various "stop bandits" missions won't have bandit leaders in them. So I wasn't clearing enough bandit camps, to see enough bandit leaders to dagger party. Rectifying this now. I think they also start spawning in the attacking groups during defend the settlement jobs. It might be tied to higher reknown or more days passed possibly?
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# ¿ Aug 9, 2018 21:44 |
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I definitely like having both a Cultist and a Historian in my roster because of their cool event reactions but it does take some hunting to find ones up to par.
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# ¿ Aug 10, 2018 22:24 |
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Night10194 posted:Maces are honestly just good weapons in general. I like equipping maces on my tanks who have low melee but high defense scores. Between the extra fatigue damage that maces inflict and the enemy's own fatigue buildup from whiffing attacks, you can lock down opponents and tire them out to a standstill. Add in the Recover perk and it becomes a fairly reliable way to succeed through attrition. It's less effective against undead which don't suffer fatigue, but maces are still handy on high initiative brothers for stunning dangerous targets.
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# ¿ Sep 5, 2018 04:27 |
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My most common source of uniques has been Orc cleavers off of Warlords which is nice and all but gently caress let me get some of that cool armor
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# ¿ Sep 9, 2018 18:41 |
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marshmallow creep posted:I wish unique shields weren't so easily broken, because I had three and lost them all to orc axes during the crisis. The thread and elsewhere say if you pick up broken unique shields manually, you retain them after battle but I haven't had the opportunity to test this myself.
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# ¿ Sep 9, 2018 21:59 |
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Nets are big against necrosavants because they stop them from teleporting and also apply a sizeable defense debuff. Even if you have to spend one brother's round in swapping to a net and then throwing it, it can be an overall net increase in action economy just by keeping the necrosavant pinned down and so that the rest of your brothers can get a proper surround and more hits in.
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# ¿ Sep 12, 2018 06:17 |
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Consider switching over to bows for an easier time breaking up brigand formations. Bow mastery gives you an extra tile of range, meaning you can usually hit the enemy backlines from your spawning position with Aimed Shots. Thugs and raiders will start advancing once you start taking down some archers. I only field 2-3 dedicated archers max in a given battle and I find that's more than enough to cover my counter-sniping needs. One thing I'll do though is prioritize buying Warbows for these guys. Gear for the rest of my brothers can come from battlefield pickups, I just make an exception for buying Warbows because it brings me closer to the one-shot damage threshold and because I find they're not as common or reliable of a drop off enemies until you're well into the late game.
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# ¿ Sep 23, 2018 06:54 |
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Nordick posted:I was a little concerned about his melee defense, since it started in the single digits, but fortunately he at least has a single star in it and I got some lucky rolls when leveling him up. I hate seeing that armor in stores because I have to buy it on the virtue that it's a cool looking unique, but then you could just get like a coat of plates with better durability for the same cost.
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# ¿ Sep 24, 2018 01:31 |
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Nordick posted:
Bowyers have an event where they can turn the quality wood trade good into a unique bow (also a chance to get a shoddy one). I think they have to be a certain level before the event can fire, though.
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# ¿ Sep 25, 2018 23:24 |
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I always tell militia to gently caress off back to town when undead roll through. No need to give necrosavants free walking blood bags.
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# ¿ Sep 30, 2018 23:50 |
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caedwalla posted:I really want the devs to add rare hedge wizard bros. No flashy abilities, just one or two neat utility skills and a pointy hat. Give them some basic world map effect like more efficient medicine usage or potion brewing, and interesting but not crazy battle options like a spell to bandage at range, restore some armor durability, or curse an enemy with slightly less vision. Sorry but any magic befitting the company must be attained honestly through sacrifice to Davkul.
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# ¿ Oct 8, 2018 00:37 |
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vyelkin posted:Depends on the enemy imo. For low-risk enemies like bandits I usually don't bother, though I will totally break a bandit leader's shield if I'm trying to shank them for their armour. For orcs I never do it because it means they deal way too much damage when they land hits, and their low melee defence means even with the shields it's usually not a big deal to land hits on them. I agree, and would add that I like letting humans and orcs keep their shields so they waste their AP and fatigue on Shieldwalling.
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# ¿ Oct 13, 2018 17:48 |
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I just did a run where I decided not to take Pathfinder on anyone on my company and found it actually fairly tolerable. Since everyone still shared the same movement restriction and thus movement range, I was still able to roughly maintain the same level of positioning and formation as when I had Pathfinder. I just had to make a few new concessions for the type of terrain. Really, the biggest change in how I played was that I started chasing down roving enemies a little further so I could engage them in favorable terrain and there would be some missions where I simply had to retreat or altogether abandon a job if the enemy spawn proved too costly to engage. Some thoughts and discoveries dealing with different terrain without Pathfinder: Height elevation: The additional AP cost for getting on higher elevation without Pathfinder sometimes meant I couldn't move and take a swing in the same turn (this was most noticeable on brothers with polearms and two-handed weapons). But the bonus from height advantage is already desirable so I'm content with using a turn just to take higher ground. Forests: The added fatigue cost is annoying but the real danger is that trees and other impassable objects can really funnel your mercs if you move them out poorly or get a bad starting position; a clumped up merc in an awkward spot in the initiative order might not be able to move to a free spot or would have to go on a meandering path to reach the enemy if there are too many blocked off tiles. Creating your own chokepoints is key and Rotation is particularly good in forests--Rotation in general is just a great top-tier perk choice but it gets extra utility here by getting fresh bodies in when free space is at a premium. Incidentally, one of the hairiest moments for this company was during a forest ambush event where getting my more vulnerable mercs to a safe backline became a frantic scramble without Pathfinder. Swamps are generally the worst depending on the availability of dry land and the enemy makeup. Because of the heavy malus that comes from being on swamp tiles, fights can be really swingy. For instance, if you have a couple of spots of dry land for your archers and are only facing non-skeletal melee units, it's a turkey shoot because it's like giving you a 25 percent bonus for your archers. Similarly, getting a row of your melee brothers on dry land while the enemy is zoned out to the swamps can severely hamper even a line of shieldwalled ancient dead. But that advantage can easily go to the enemy if you get a bad map spawn that puts the enemy on favorable, dry land. To mitigate this, I prioritize moving onto as much dry land as possible and use range superiority to force enemies to charge into my superior position. But there will be times when you may have rush in to put down an annoying backliner, such as an ancient priest, and just accept that you'll be drawn into an ugly swamp slugging match. Mountains can be situationally the worst depending on what end of the mountain you spawn on. The worst case scenario is you end up at the foot of the mountain facing a firing squad of bandit marksmen, where you'll take a bunch of injuries and gas out on half your fatigue as you assail the cliff, just to then face off against height advantage enemies waiting for you at the top. Depending on what stage you're at in the game, it's simply not cost-effective to take the fight. These were the jobs I had to abandon most often or the lairs I'd have to put off until later, but the sustained injuries while retreating and the hit to reputation was far preferable to a wipe. I already try to avoid traveling through mountains when I can due to the speed penalty and increased food costs so mountain ambushes weren't a big concern for me for this playthrough. Snow same AP/fatigue issues as forest tiles but actually a little easier because you can get mostly flat, open tundra which is actually a benefit against non-undead enemies. With range superiority and standing in place, you can tire the enemy out by a decent amount before they get to you while getting in some good shots. This was on an expert/expert iron man run that completed all three crises. Overall, I now consider Pathfinder a nice convenience but rather unessential. Having completed a full playthrough without it, I felt that I could easily cope by being smart with my engagement choices and use of tactics. Pathfinder, in and of itself, doesn't really cancel out the fundamental dangers of the above situations, and I think I got way more value slotting in a better perk into my builds this time around without it.
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# ¿ Nov 17, 2018 05:47 |
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Dev doing a preview of the DLC: https://www.youtube.com/watch?v=rdAM-f50TDM
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# ¿ Nov 18, 2018 17:28 |
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Changelog posted:Changelog
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# ¿ Nov 29, 2018 17:10 |
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I was already excited at being able to skip the intro fight since it would make rolling for swamp town seeds for cultists runs so much faster, but having an actual dedicated Davkul start has me super stoked
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# ¿ Feb 8, 2019 22:31 |
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Wafflecopper posted:I don't think more guys = more repair costs. Having more guys means there's more targets for the enemy to spread their damage between and more of your guys hitting them so they die faster and do less damage. And I'm pretty sure enemy numbers scale off your renown not your numbers, if they scale off the size of your company that would be pretty dumb and also render the whole thing totally pointless No, this is exactly the opposite of how the game works. Your renown has no influence on the difficulty, just the reward. Enemy numbers is dictated by your roster, including your current numbers.
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# ¿ Feb 9, 2019 06:38 |
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I would argue that the crossbow/pole hybrid was already viable pre-expansion, but the new AP reduction from pole mastery just makes slotting in a bow such an easy choice for hybrids.
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# ¿ Feb 17, 2019 22:32 |
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I've started experimenting with the new fencing sword and it seems pretty cool. I really like Lunge's ability to avoid zone of control. I'm thinking of a build that skirts the flanks of larger battles to fight his way through to to annoying backliners like necromancers or ancient priests. The brother I was grooming for it unfortunately ate a crossbow bolt so I have to start over. Probably for the best since he was a farmer who was splitting too many level ups on getting resolve and health to an acceptable baseline before even touching initiative.
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# ¿ Feb 23, 2019 21:07 |
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The Lord Bude posted:I had initially thought that the 2 tile range meant he could move 2 tiles, but in fact he can only move 1 tile and hit someone on the second; which makes the ability less useful for moving around the battlefield. Also the damage being tied to initiative means you have to kinda dart him in, chain 2-3 kills - I like heavily damaging guys with archers/etc and then using my fencer to sweep through and finish them all off - I give him Berserk and killing frenzy - but then you have to pull him out for a couple of turns and use recover, because once he's heavily fatigued his initiative goes to poo poo and he stops doing crazy damage. I still think on balance another guy with a polearm is probably going to do more damage overall in most battles. I'm at the point in my game where I have a good backbone of 11+ guys in my roster so I can somewhat safely gently caress around with sub-optimal builds. I'm just going to run out this save with theory-crafting and experimentation until the new expansion comes out. I now have a squire who's got the right baseline stats and stars for a fencer. I think I'm going to go full-hog on this concept and pump initiative and even take perks I normally avoid like Lone Wolf and Dodge, though the last time I tried them on a parry duelist, I was left severe underwhelmed. It also remains to be seen if the initiative-to-damage bonus and unique fencing sword options (if there are even any in the game right now) will be competitive to the damage output of a straight unique orc cleaver/axe duelist.
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# ¿ Feb 24, 2019 18:09 |
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Raiding would be way more viable if we can have places to resupply tools other than towns and settlements.
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# ¿ Mar 2, 2019 01:58 |
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Caravan escort used to be far worse when they'd take you far across the map, but the devs readjusted it so trips can be shorter. I still only take them if they happen to be going to the settlement I was planning on heading to anyways, since it's free money and you don't use up food in a caravan.
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# ¿ Mar 9, 2019 22:16 |
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Noble war is rough in that regard especially when you piss off multiple houses. I allied with the underdog house in one game and it was really tricky staying out in enemy territory when everyone else was hostile and there were only 3 friendly settlements to resupply from. I got so starved for tools after buying out all the stock available that I had to resort to daggering chain hauberks off footmen just to stay armored.
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# ¿ Mar 22, 2019 15:32 |
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Hell yes gimme those unique loot pinatas baby
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# ¿ Apr 6, 2019 01:06 |
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The only thing I would want at this point is the option to only save on quit instead of every time you leave a settlement. That hangup you get before you can hit the road again, even on a high end rig that I built this year, is my sole performance quibble with the game.
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# ¿ May 3, 2019 21:43 |
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It really feels like this cultist origin wasn't play-tested properly. I've been luckier than most in that I was able to get some extra cultists early on from a town that had the cult procession event going on, but my company is currently whittled down to five cultists after two sacrifice events. I'm finding it hard to bring myself to hire and build up more fodder, knowing that most will end up deserting even if they do survive. It would be a lot more feasible if I could just keep some decently leveled up archers. I'm so desperate that I've built up a one-star range cultist as my archer, but he's barely going to break the mid 70's if he makes it to level 11.
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# ¿ May 12, 2019 03:38 |
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kidkissinger posted:Should I be using bows instead of crossbows? Definitely, bows have better range and can attack twice per turn, giving better case usage for killing frenzy and berserk. If your brother is a dedicated ranged fighter, he'll want a bow. Crossbows are still good on builds like hybrids where the 2 AP shot lets them get in attacks and some movement during their turn, but the recent AP reduction with polearm mastery makes bows a reasonable choice even then. Bogarts posted:A few days ago they updated the cultist origin to be more likely to spawn cultist recruits. This goes a long way in making a cult run easier but the brutal part is still in having all your potential recruits that you've been building up deserting after a sacrifice. It makes total sense that they wouldn't want to stick around after witnessing that, however, so I have no idea how you would balance it further. Maybe make the conversion rate a little higher or scale with the amount of cultists you currently have? Right now, I'm just hiring up all the base cultists I can find, some lovely low tiers for the sacrifice events, and the occasional hunter in the hopes that the conversion event procs for them before a sacrifice unfolds. My plan is to start hiring permanent high-end recruits like hedge knights only when I'm able to make a bunch of morale restore potion, but it's going to take me quite a while before I'm able to farm alps and necrosavants reliably for their components.
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# ¿ May 16, 2019 23:32 |
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I wished I had tried whips more when Disarm was just 4 AP because being able to do that twice in a turn must have been so good.
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# ¿ May 18, 2019 17:23 |
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Mugsbaloney posted:Does anyone know what the 100 gold reference item is? I came across it ages ago, there was a specific item that was worth 100 gold that functioned as a precise check on how good / bad prices were when you hovered over it to sell. The most accurate is technically the hexen apple at 1000 gold because it lets you see the "decimal" for purposes of rounding.
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# ¿ May 18, 2019 21:03 |
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kidkissinger posted:fast adaption seems like it would be worth it for pretty much everyone. Don't take it on archers though, "misses" that hit shields or trees will count as successful attacks and reset the bonus unfortunately.
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# ¿ May 20, 2019 18:21 |
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Wizard Styles posted:Chosen have stats and perks usually found on enemies you fight one or two of at a time unless you're at day 200 or something. Their gear isn't that great but the universal +10% armor penetration on two-handerd weapons is a thing. I wonder if the devs are assuming that players can take out beastmasters to aggro unholds and are thus underestimating the difficulty of the fight? Because it's such an unrealistic strategy considering beastmasters are pretty tanky for a backliner, their taming appears unrestricted by range so they don't advance, and the players are hard-pressed in fielding archers when you need to hold off so much frontline, especially in 20+ groups.
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# ¿ Jun 27, 2019 20:23 |
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Molybdenum posted:do you leave your archers in light clothes or do you have them get every level of hand me down from your front line? Mine eventually get Nimble so I throw basic chain shirts on them, which you'll get alot of off raiders, and they'll be good for a while until I can transition to noble mail.
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# ¿ Jul 14, 2019 01:07 |
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vyelkin posted:I fought the new Alps. Battle was actually quite fun, went by fast, and was very easy (this might be because it was a one-skull contract for a Day 200 company). It felt like fighting less dangerous Necrosavants with how they kept teleporting around, trying to spread out your party chasing them so they can put you to sleep where someone can't easily wake you up. The fact that Rally now wakes up bros at a distance is very good. Overall, I'd say a very positive change that makes alps fun to fight and more in the spirit of the rest of the game instead of some boring tedious bullshit. Yeah this alp rework is by far the most tolerable. There's not much left for them to tweak IMHO. Maybe the high end barbarian camps with a mess of unholds and chosen, but I'm starting to come around to the opinion that the game needs more common threats other than the one-offs like the black monolith and goblin city that can challenge late-game companies, and those camps are certainly scary enough.
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# ¿ Aug 3, 2019 22:31 |
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AND their version of Rotation only costs them 5 fatigue.
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# ¿ Jan 14, 2020 05:06 |
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Alps also drop a component for happy powder which is so, so crucial for a cultist run. Come to think of it, I really enjoy how the features from the DLC have interacted so far, like a combination of crafting and certain company origins incentivizing me to fight enemies that I would normally avoid. Hope the new DLC mixes things up even further.
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# ¿ Jan 15, 2020 01:02 |
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quote:New crafting recipes for owners of the ‘Beasts & Exploration’ DLC Hopefully this will help make fighting beasts more worthwhile like we were talking about earlier in the thread. I see a dude holding some kind of explosive in the full promo image, and you can bet I will beat down a bunch of webknechts or whatever if it means I can toss bombs at geists or goblins. gently caress we're getting one step closer to full-on wizard build, boys.
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# ¿ Jan 18, 2020 18:16 |
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Back Hack posted:What makes you think goblins won't get their own grenades? You have spoken a great evil into existence.
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# ¿ Jan 24, 2020 14:43 |
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quote:Even though the world is going to be larger, frequent auto-saves in ironman mode will actually become faster thanks to some parallelization. Small part of that update but I'm really glad for this. That little hiccup that you get after leaving a town and the game autosaves still bugs me, hopefully this means it's smoothed out.
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# ¿ Jan 24, 2020 16:35 |
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# ¿ May 8, 2024 00:44 |
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vyelkin posted:One time just for fun I tried doing an entire company that only used daggers. Very funny but not very effective even though sometimes you land like 12 punctures in one turn and just ruin an entire enemy force. More often you miss every single one and then they wreck you. The last time I did a dagger master was when the witch's hut was first added in and I wanted someone dedicated to using the obsidian dagger. That guy got promptly dumped when I found out that zombified enemies no longer drop their loot. It's kind of a shame that some of the weapons/abilities that you build specifically for, like lunge fencer or puncture master, just wind up as gimmicks you do for fun and experimentation. They just really don't hold a candle to like your bog standard axe or cleaver duelist. That said, I am definitely going to make a dedicated bomb wizard with the new DLC
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# ¿ Jan 25, 2020 19:11 |