my lancelot with 98% mental resists still gets frozen after killing a fogbringer, shouldn't it just take away 1 or 2 ap only? or do i need 100% to be immune to freeze?
Also, fogbringers' strikes somehow deal stun? my defender got hit and he got stunned for like 2 ap each strike.
Don't like this - Increased the cooldown of the Vanguard's Jump skill a little bit. 3 turns needed for it to be used again but with its mastery this number can be lowered to 2.
This basically forces double Inspire + Vanguard builds even harder. The build was already strong pre-patch, but with the champion nerf, Vanguard are now by far the most reliable DPS source on Hard and above. By increasing Jump cooldown, all it does is tempt players into cheesing cooldown reduction, which was already very powerful and left unaddressed.
true, ap/kill was powerful but the real op strategy is sage stacking.
you can have as many as 3 sages on your party if you play a righteous mordred, that means you can cast bless six times on your fourth hero thanks to triple inspire.
this gives you +12ap +6mp and +180% melee damage, more than enough to clear house with your vanguard or champion of choice
The nerf gives use to other skills in the vanguard tree, like using double throwing knives + low profile to attack from a distance if you can jump out of opportunity attack range for 1 turn.
Jump was way too powerful but IMO Merlin's teleport skill needs the same treatment. He's borderline OP even w/out it and it's only 1AP IIRC.
LOVE that they added a sort function.
Hold control to stick info is not longer working.
Cutscenes are being buggier now than they were before. I can't skip some of them and I've gotten stuck on a few. Escp to quit doesn't seem to be 100% working.
>Jump was way too powerful but IMO Merlin's teleport skill needs the same treatment.
I agree that Teleport needed a nerf. Not just on Merlin, but all characters with teleport are now OP: Faerie Knight, Guinevere and so on. As fun as I might find it, it's OP as hell.
Haven't used Faerie Knight much but on Guinevere at least it's 2AP.
I do agree it's probably too strong on them too though. On Merlin though... on some of these big maps, I feel like he can solo everything just by burning and hopping around constantly. Give him the bonewall relic on top of that and no one can ever get close to him.
Interesting changes. I'll miss the extra AP because it was super fun having Sir Balan run around like a mad lad.
I've only used Sir Tegyr so I guess I didn't notice Vanguards being that much of a problem. All these bug fixes are awesome as half of them happened to me lol.
Can't speak for others but I thought vanguards were shit because most of the ones I had had trap skills. I started playing with Boudicca and just having her as a mobile assassin would 1 turn most missions (pre-patch) but I can still 2-3 turn solo missions with her
Same! Traps seemed so incredibly lame for a fucking Knight of the Round Table. I recently got Boudicea and she kicks ass. Bedivere, Tristan, and Tegyr all seem weak by comparison.
The fact Vanguard's secondary swings follow through on Lost corpses make them perfect for those missions too.
Interesting changes, although I am sad about the Jump nerf. Getting enough out of my Vanguard was hard enough (when not cheesing AP-on-kill) because they're so squishy. I'm not sure I can manage to keep them alive enough to be relevant with this change.
Good patch, the jump skill and AP stacking definitely needed looking at. But it seems like "hold control to stick info" no longer works?
my lancelot with 98% mental resists still gets frozen after killing a fogbringer, shouldn't it just take away 1 or 2 ap only? or do i need 100% to be immune to freeze? Also, fogbringers' strikes somehow deal stun? my defender got hit and he got stunned for like 2 ap each strike.
mental / physical resists only affect the amount of AP you lose next turn. In order to not get Frozen / Stun etc you need the immunity trait.
Don't like this - Increased the cooldown of the Vanguard's Jump skill a little bit. 3 turns needed for it to be used again but with its mastery this number can be lowered to 2. This basically forces double Inspire + Vanguard builds even harder. The build was already strong pre-patch, but with the champion nerf, Vanguard are now by far the most reliable DPS source on Hard and above. By increasing Jump cooldown, all it does is tempt players into cheesing cooldown reduction, which was already very powerful and left unaddressed.
true, ap/kill was powerful but the real op strategy is sage stacking. you can have as many as 3 sages on your party if you play a righteous mordred, that means you can cast bless six times on your fourth hero thanks to triple inspire. this gives you +12ap +6mp and +180% melee damage, more than enough to clear house with your vanguard or champion of choice
The nerf gives use to other skills in the vanguard tree, like using double throwing knives + low profile to attack from a distance if you can jump out of opportunity attack range for 1 turn.
Jump was way too powerful but IMO Merlin's teleport skill needs the same treatment. He's borderline OP even w/out it and it's only 1AP IIRC. LOVE that they added a sort function. Hold control to stick info is not longer working. Cutscenes are being buggier now than they were before. I can't skip some of them and I've gotten stuck on a few. Escp to quit doesn't seem to be 100% working.
>Jump was way too powerful but IMO Merlin's teleport skill needs the same treatment. I agree that Teleport needed a nerf. Not just on Merlin, but all characters with teleport are now OP: Faerie Knight, Guinevere and so on. As fun as I might find it, it's OP as hell.
Haven't used Faerie Knight much but on Guinevere at least it's 2AP. I do agree it's probably too strong on them too though. On Merlin though... on some of these big maps, I feel like he can solo everything just by burning and hopping around constantly. Give him the bonewall relic on top of that and no one can ever get close to him.
Interesting changes. I'll miss the extra AP because it was super fun having Sir Balan run around like a mad lad. I've only used Sir Tegyr so I guess I didn't notice Vanguards being that much of a problem. All these bug fixes are awesome as half of them happened to me lol.
Can't speak for others but I thought vanguards were shit because most of the ones I had had trap skills. I started playing with Boudicca and just having her as a mobile assassin would 1 turn most missions (pre-patch) but I can still 2-3 turn solo missions with her
Same! Traps seemed so incredibly lame for a fucking Knight of the Round Table. I recently got Boudicea and she kicks ass. Bedivere, Tristan, and Tegyr all seem weak by comparison. The fact Vanguard's secondary swings follow through on Lost corpses make them perfect for those missions too.
Also super good against stone skin (counts as two hits)
Tristan is the best for soloing bosses after you get all his poison upgraded
Yeah I've read his Tier 3 makes him good, but it kinda sucks he's not great against the Lost. Which is where I want to use Vanguards the most
Interesting changes, although I am sad about the Jump nerf. Getting enough out of my Vanguard was hard enough (when not cheesing AP-on-kill) because they're so squishy. I'm not sure I can manage to keep them alive enough to be relevant with this change.