Or maybe he’s fine and the rest is broken ¯\_(ツ)_/¯
He has good horde clear, very good elite clear and excellent stagger/control.
He has no mobility but neither have WS, Merc or WHC - and it’s only a problem given his lack of range and therefore abysmal distant special handling… but guess what ? It’s a coop game ! You’re supposed to rely on teammates, and some specialize (theoretically) in special killing.
The problem is that the game has been sliding into “everyone is good at everything and some are OP at everything”, ranged attacks are easily capable of one-shotting elites, and so are some melee options, etc.
I’d like to see some deep changes that allow specialization to be good at one thing, or polyvalence to be decent at everything - but as of right now it’s too easy to be excellent at everything…
And I really think WP is in a really good spot. The changes I’d like to see are not to his power, but to the “feel good” factor - mainly the slight sigh everytime I get the fury at the end of a horde or with nothing around ; or just approaching a bystanding stormvermin just to see him getting one-shot by a javelin or a handgun shot to the body.
I really really like what Fatshark has done with Warrior Priest of Sigmar and I am a bit frustrated to see certain criticism from the community. Saltzpyre is my least played character because none of his other careers appeal to me. WHC is simply to overtuned to be fun, I can never get into ranged play so BH is out of question as well, and Zealot is to much hacky hacky. Warrior Priest on the other hand is a defense orientated support career, exactly what Saltzpyre was missing. He is a solid 9/10 and a needed cooldown after the SotT balance desaster. And I hope Fatshark keeps WP close to what he is. Although even I would have some small changes.
He is the best balanced Premium Career we received so far which is partially caused by him not having ranged play. I like that FS resisted of giving him innate move speed or attack speed in his passives and also his talent tree. From the get-go they avoided giving the impression that he can or should be played as a dps career. I am a bit disgruntled for the existence of the crit chance talent which gives him a theoretically max crit chance of 30 %. Luckily, it does not pan out like that in praxis. But overall a very interesting and fun talent tree and career.
So what could I see changed. Well, the first two points are interconnected and adress “issues” with Warpfire Throwers. Personally, I don’t see it that much as issue as this is a co-op game and you will always have someone being able to deal with them. If your teamed died before you did a poor job as Warrior Priest. Even then, you can use the geometry to solve these problems. There are still some situations where it can be problematic but they are rare. Still it is an issue to a certain extent. It is currently solved by the usage of Unyielding Blessing. However, that talent is already stacked with trample and prolonged activation time and I fear it will become the “meta” in the long run especially for the egoistic players. So I would like to change that talent to be a bit less stacked in one-and-a-half ways. The first is to transfer the trample effect over to the Comet’s Gift because a recently downed teammate might very well be surrounded by hordes and even when Invincible could really need the trampling effect to get a better position. The other half change would be to give an alternative to Unyielding Blessing. My suggestion for this would be to give an additional effect to Unstoppable Force in the form of the “GKs” passive. Meaning if WP choses this talent AND uses a shield he can approach Warpfire Throwers. It is fitting for the talent, restricted enough to not be to strong and players have to sacrifice sweet dps to get their utility. No matter what, I am absolutely against giving the no-knockback effect of Unyielding Blessing as standard to his career skill.
The other change concerns WP Righteous Fury. For all I care it is good enough and could stay like that. It really shouldn’t decay slower as it already does because right now, you can generate Hatred faster than it decays. This would only prolong this effect. Also, the build-up is fast enough on Legend and higher. It is less reliable when you have range-spamming players with you. But that is a problem with overtuned ranged and not with Warrior Priest. However, there is an argument to be made that it is less useful on Champion and below and also not against bosses. This could be solved by tweaking the Righteous Fury modifiers per difficulty. Seeing as we have this already between Legend and Cataclysm it shouldnt be to much of a hassle. The other solution would be to adress it together with the uptime during boss fights. As such:
Give Rigtheous Fury an additional increase trigger by being near a monster (woud need a new coding though). After all, it is called Righteous Fury. And seeing a monster should be enough alone to increase a Warrior Priests Fury. As a result it would mean a near constant (minus the beginning) uptime of Righteous Fury during boss fights and would provide Warrior Priest with a monster fighting role unique to him and fitting with the Lore. He would help to remove stress caused by hordes during a boss fight like no other career.
Starting from there we can try to decided on the additional issues and questions such a change. Should killing the monster quench his fury, immediately nulling the bar? Should the second trigger really be being near a monster? As it would mean being effective against Packmasters too. Should it also count against Lords? It would be very fitting and be a help for less experienced players. It would also mainly affect the Halescourge and Nurgloth fight as Bodvarr is a drunkard constantly stumbling and Skarrik has been born with a heart defect which causes him to randomly die when you scare him with scary looking dps career skills.
So here the TLDR:
Warrior Priest is a great, fun and balanced class
Add the Grail Knights passive for Warpfire Throwers to Unstoppable Force which would restricted enough (you need to use a shield) and fits with the talents name and intention
Switch Trample from Unyielding Blessing to The Comet’s Gift
Let Righteous Fury increase from being near a monster/Lord which would be fitting with Lore and give him an unique role no other career fulfils
Change nothing else, especially do not give Warrior Priest more attack/movement speed and no more dps
What I am advoacting all the time and which is also the design philosophy of Fatshark as seen at multiple fronts, just to be then botched by last minute changes or generation of outliers which are then defined as the standard. Frankly, you don’t need a deep change to make this happening. You only need some adjustment here and there.
Going to preface this with that I don’t have much opinion yet on if WP should be buffed directly. Bug fixes/talent fixes, possibly talent changes (35% Crit Power is bad), and weapon balance are important here, though I will say the lack of hero power boosting talents is noticeable.
I wouldn’t go that far.
What would we define as good horde clear?
I don’t think WP’s elite clear is any better than IB’s except vs CWs.
The stagger/control is iffy. Someone with good control is Merc because of cleave and power (still true even if the damage part of that cleave is taken away). What WP has is less useful than straight up stagger from power imo. WP’s cleave vs hordes is poor for the speed. If the power heavy talent gets fixed I’ll probably like the control.
I’m curious as to why Fatshark always make the hammers worse than most weaps vs Shield SV.
Two of them have dodge talents, one has a high number of very high dodge weapons, and of course all three have ranged options, Attack Speed, and better Swift Slaying uptime. WP gets a cool zoom book. The Flail & Shield’s light bash seems decent movement wise.
I think this already exists. For example, IB can out damage WHC by specialising.
It’s also too easy to be overwhelmingly good at one thing, like FK’s horde control or BH’s boss killing. Over specialisation can lead to one dimensional gameplay (I shan’t wheel in Legless Engineer to prove it), that can lock out parts of the game for other players (like BH’s boss killing) or require the babysitting style of teamplay.
Can’t make everyone happy I suppose.
Note 1: I did a true solo with regular Flail + 1h Axe on WP and it felt better than the actual available weapons, though I may not be used to the new ones yet.
Note 2: Don’t try to book dash into leaping assassins.
You underestimate how big my ego gets when I revive ult someone.
Why not generate fury on dealing damage instead of / in addition to on enemy death ?
Could also restrict it to on dealing damage to monsters and lords but not hookrats
Because in nearly all situations it would make no difference to current set-up with the exception of monsters. And it would make the differences between difficulties even more steep and would need just more tweaking.
Also, I just like the idea of him seeing monster, him going Sigmar. It fits to Lore in my perspective.
Dang, I was really hoping maybe there was a thing with hammer and book that made it good against bosses.
On the subject of DPS: I really think Righteous Fury is supposed to be it. Finally had some time to QP and the uptime on his passive during some hordes is really dang good (minus a few key teammates). In low stress situations where he can’t build fury, his damage is low, like versus ambience and such, but in high stress he starts going, can hold a line well and clears trash well, too. So, I have to wonder if his weakness versus un-clumped elites and bosses is intentional?
On the subject of move-tech: I really think Dual-Hammers + Bible will be the sweaty try hard build a meta choice. Both move-tech and are great at what they do. Dual hammers light 1 spam will keep up with fast groups, a pre-charged h1 with the Bible will let you zip to an elite or special at will. Feels good for what it is.
Iirc, book and hammer light spam was well into the 40s for boss DPS, so not too much lower than 2h hammer when you consider the damage difference is like 5-10 DPS.
Agreed on the righteous fury being his main source of damage though. So many people who are saying that WP shouldn’t do more damage are also simultaneously advocating for his passive getting better uptime or a way to trigger it manually. And I’m over here thinking “well then we are all literally asking for the same thing then.”
Making his passive more reliable is in itself increasing his damage, and is the key to making everyone happy it seems. And If he could somehow get it in on bosses rather than after, he would no longer be in such a pathetic state when faced with one, while also still staying well below what a melee DPS career is capable of.
When spotting a monster Saltzpyre is filled with hatred towards it activating his Righteous Fury.
Could also be a talent I guess, maybe instead of Divine Excoriation.
I haven’t looked at the forum too much in the last few days, I was too focused. But in any case, it’s done! The WPoS is 100% finished and I am coming back to 100% of the game challenges complete.
When it comes to WPoS, he has become my favorite character. I hope it will benefit from some fixes and a little up to make it more enjoyable to play but otherwise it is perfect as such!
Hey Aqshy, sorry to jump on you, but any word if the current effect of Implacable is intended or a bug? The wording is somewhat ambiguous.
Edit: just realised there’s a bug report on it that has been marked “acknowledged”, rather than “not a bug”, so I guess that answers my question actually.
How did you do “Sanctuary”? I just can’t seem to progress it… Even if my timing is off 90% of the time, I feel I should have gotten progress on it at least a few times. Doesn’t seem to register, independantly of what talent I have on, whether it’s on a player or a bot, etc…
What if I told you that there’s a certain line in a certain source code of a certain achievement which serves as condition for defining of a “downed” player. And it looks like this:
local is_incapacitated = status_extension:is_pounced_down() or status_extension:is_grabbed_by_pack_master() or status_extension:is_grabbed_by_corruptor()
@TmanDW , you’ll see it’s simple. It is not necessary that one of your allies falls to the ground, but that he gets caught by a special (Assassin, Hookrat, Lich, Chaos Spawn) and that as soon as he gets caught you must give him the ultimate .
In improvement I take the middle one and I managed to do it with the middle one.
I was for 2 days at 1/10 without understanding how to move forward and I went on “The Horn of Magnus”, I started the assassins’ event with potions of conc. I finished the mission and ended up at 8/10. So that was it.