Winds of Magic - Patch 2.0 - Patch Notes

No. Beastmen in fact used to be the chaff enemies of Chaos, and then were later split off into their own faction. They’re hardy, yeah but shouldn’t be as tough as a Nurgle-aligned Norscan (Nurgle’s followers are extra tanky, typically, because they don’t feel pain). Beastmen are common throughout the Empire (lurking in forests), and while they have an animal cunning and are brutal, they’re also the kind of enemy that’s only a threat when a lot of them get together. They’re more like glass cannons than anything else. They should be perfectly a mid-tier between Skaven and Norscans.

Bestigors are supposed to be the biggest and strongest, with armor, so that’s reasonable.

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Bye.
And really thanks

I don’t think they are harder to kill but they came fresh to the table and we are not seasoned enough to kill them so easily. (different gameplay elements than what we have experienced so far)

And these things like dive jumps into the group or range attacks are good to break the “routine”.

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Beastmen attacks are much faster than the other 2 factions and people get caught unaware.

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Actually everyone attacks faster now

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Slot system is broken, and people catching attacks through enemies. You can’t block in time something you can’t see.

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No they don’t. Stormvermin and Chaos Warrior attack speeds are the same as before.

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Totally true

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I think it’s that there are certain enemies with longer attack range; the gor spearmen can attack from slightly farther away than most enemies.

It’s just like a Plague-Monk; they’re just another style of enemy to adapt to and deal with. I’ve not had a ton of problems with them; any time I’ve taken a hit from them, I either wasn’t kiting properly or was already pinned.

I rather like them. They’ve shaken up the meta :slight_smile:

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I said nothing about range of attacks. And if spearmans can attack through other enemies, it will be defenitely wrong, because you will not see it.

Well, yes, they’ll attack through other enemies because of their attack range (at least I’m fairly sure they have longer attack range than other enemies, not 100% sure though). This is the same case for a Gutter-Runner; sometimes you don’t see them coming and they pounce through a horde. I don’t see why an enemy with a spear wouldn’t use it for attacking from behind their allies.

Just because you can’t see it doesn’t mean you don’t have to find a way to fight them. I don’t see it as wrong, but I also don’t know how they’re supposed to act in the first place.

It is very close to the phrase:
“it is not gameplay should be polished, it is players should adapt to its flaws”.

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its like if the enemy spawn from nowhere? I have a lot this feeling. And no sound neither.

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I belive it will be another topic, and not so pressing like interacting with enemies.

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Yes, the spearmen will hide behind the bigger units and hit you from the back slots.

I see that one of the few things to be nerfed between the last beta and now is Bomb Balm. The way it was gave you a serious decision to make about “do I help my team at potentially the cost of my own life or do I hold it” which made for something potentially interesting. At 30 HP there’s really no point. No reason to try and help your team, just “they’ll get thp when I explode” now instead of the cool choice it could’ve been. It’s the best pick because the other 2 suck as they are now, not because it’s really good.

What you need to do is change the lv35 talent set of Unchained to Form Of The Fire Wind, Balm Balm at 40HP, and combine Fuel For The Fire and Flame Wave to give people a proper choice between survivability, support, and DPS. If you won’t do the correct thing, then at least make Fuel For The Fire 15 seconds so people actually get a chance to ult, build up overcharge, and get a little use out of the talent. Unchained’s ult is on a very different level of risk vs reward compared to everyone else because you should need to make a tough decision about using these talents if they’re not just going to be less cooldown, bigger boom, etc. Since you can go down if you use your ult at an inopportune time and you don’t have it ready, it should give you pause and make you think and the current set really don’t do that.

Unchained was so cool during the beta, and making it so you can’t generate as much thp and nerfing the ult talent kinda ruins it. Without Form Of The Fire Wind and with all the thp she was pretty much completely overcharge-based and with the upped enemy damage, new talents(ex. Enfeebling Flames encouraging you to keep throwing fire, 3 constant stacks of overcharge for Frenzied Flame), and changes to dodge you were really on the edge of exploding regularly. It got pretty intense at times and was really fun. It actually meshed nicely with the little bit of lore around Unchained that FS has created, since it’s not a real Warhammer thing. Would like to get some of that back.

This is just another example how they don’t understand how to balance stuff, at all … I fired up the 2.0 version, pick FK and Halberd and cleave temp hp… got literally nothing during the whole run for whatever reason. (decay is also faster etc.) Switched to Exec, same thing … on green HP thru the whole frickin run. Tried stagger on halberd… nothing … it’s just like playing “NO TEMP HP” mutator. Than there are other weapons that produce very-very low temp HP and than there are rare exception that produce still pretty hardly nerfed temp HP, from what I’ve seen so far.

This is just epic failure that shows that they just can’t do this, they need some proper testers for this kind of stuff. Especially for another damn core gameplay change like this… who in there right mind would just shuffle some numbers like this and push it live … on fu… live build. With zero testing, super hard nerf.

People who were “ok” in Legend, are now most probably getting murdered … it sure as hell won’t feel similar, difficulty wise to what it was.

I just can’t comprehend this kind of decision.

Btw, I don’t really have issue with this (if it were actually properly balanced and let’s say nerfed by 70% or something crazy) But I’m not average player. And I can see that this is major global difficulty step up, how can dev not see this … is beyond me.

ps: There was no talk about this in internal beta or open beta as far as I know, if there was it wasn’t some major topic, maybe it was some lonely post… And there was zero changes during those 3 weeks of beta… so then just doing this out of blue in official release… holy Sigmar …

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I totally missed this for 2 days. Beautiful.
Question, though: Do the changes to the flamethrower damage affect their DoT? Because it is also mentioned before that the staff DoTs changed. And that thing already did most of its damage with the DoT…

The basic problem is that after a beta and after at least 2000 posts between here and reddit the fatshark team did not accept feedbacks ruining a game.
The new game system is probably the biggest failure since diablo 3.
I will avoid accusing or anything else because I understand that everyone can make mistakes.
I see it as an opportunity to try other games.

Thank you for the hours of fun. Goodbye.

Thats true, I have experienced the same issue. I think sometimes on Dark Omens the enemies can jump of the cliffs and suddenly they stand behind / next to you.

Furthermore the beastmen “horde approaching” sound is a bit too subtle for my personal taste.

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