v2.0.8
================= [beastmen] =================
With this new update, they are somewhat softer to kill, but they still have problems.
In Legend matches, the first problem is that they are simply too many.
This triggers several other problems like silent approaches. In many of these cases, the real problem is that they are popping up from nothing or from its team mate.
The spearmen, that I suppose to be the weakest, are actually the most dangerous since they strike from 2-3 line… usually overlapped by the others.
Another problem are the standard bearers. One is a tough encounter because of the banner bonuses, and because the spawn spamming in the surroundings. Two are almost a sentence. With three, the main problem is how to reach the bearers.
Three and a minotaur (also affected by bonuses)… is the Dark Omen final fight.
The easy proof is that the beastmenless map are usually far more simpler than the others.
=================[specials]=================
In Legend mode, it is quite common the spawn of double specials (of the same type).
My personal record are 6 choas mages in less than 30 secs.
=================[longsword]=================
Up to now, they are outclassed by other weapons (like double ones, or other 2 handled weapons) in any way.
The main problem here, is that they are slow, and they hit only the first enemy line.
They have the same reach of one handed swords.
=================[ranged weapons]=================
Up to now, Bardin’s magic throwing axes are one of the strongest.
Hunter long bow, is only outclassed by bounty hunter crossbow, or pistols or special.
Sienna has her own problems… but Kerillian is almost nerfed compared to the others.
=================[difficulty level]=================
The strange thing here is that it seems that it’s aiming to kill this_bad_mob_with_your_silver_spoon.
For instance, players supplies are almost the same through the difficulty levels.
Another interesting approach may add complexity to the teamplay: to higher difficulty levels, players could bump into the others limiting their movement freedom.
Add severe friendly fire to heavy attacks too. In this way, players shall take care how to approach the enemies.
One of the benefits, may be that the mobs can be less but with the need of better and more cogent teamplay.