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Post by jisidro on Sept 1, 2017 9:24:52 GMT
Why do you feel that's mostly a no change? It significantly ups brad's survival into any spell caster centric list and actually helps keep his BG somewhat safe from the likes of A&H and casters without disposable arc nodes. Yes cryx will still be a problem but Brad in bones wasn't your drop there anyway. Banes would chew him up and spit him out for breakfast and ghost fleet would laugh at the easy assassination.
Can you tell me who those are?
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Post by streetpizza on Sept 1, 2017 12:28:21 GMT
Zaal2, Vayles, Mohsar, Wurmwood, testament, reclaimer, gaspy1,2,3, denehgras, scaverous, goreshade3, Haley2, Rahn ... I'm sure there are others but you get the idea.
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txiab
Baby's First Wargame
Posts: 5
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Post by txiab on Sept 1, 2017 16:09:02 GMT
Can someone provide the exact wording of the spell? It could really help him stand out if it is decent. -5 range on spells seems lackluster if that's all it is. Dispel on the whole battlegroup is nice.
Also, I like Bradigus. I think he is okay in bones theme. He really needs something to help him not get shot to death. The new wold will help some. I think giving him stone skin or clay flesh or whatever it's called (one less die on ranged attacks) in built makes a ton of sense, or have him spend a fury to do it. Or, action. Something.
Also, why doesn't he have magic weapons? Can they give him magic weapons?
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stibe
Light Addition
Posts: 62
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Post by stibe on Sept 1, 2017 18:05:49 GMT
Latest CID has Magical Weapons on both melee and ranged. The wording is "Enemy animi and enemy upkeep spells on models in this model's battlegroup that are in it's control area immediately expire. Enemy magic attacks targeting a model in this model's battlegroup suffer -5 RNG".
This wasn't exactly what I had hoped, but it's an interesting option IMO.
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Post by Bomma on Sept 1, 2017 22:57:42 GMT
Enemy magic attacks? Why the focus on magic attacks?
Who or what is magicing down wolds and bradigus? To make this in anyway effective?
B.
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txiab
Baby's First Wargame
Posts: 5
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Post by txiab on Sept 2, 2017 3:50:36 GMT
Thank you! Yeah -5 range from magical attacks against battle group isn't great. Seems like the spell needs a bit more tweaking, but the dispel component is solid. If they kept it two fury, maybe...
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Post by josephkerr on Sept 2, 2017 8:00:18 GMT
I like -5 rng. An arc node dropping parasite from 5" away is different than 10", and protecting wolds from enemy casters late game is quite valuable. Not an auto cast, but it was more than corner case use.
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Post by Lord_Randall on Sept 2, 2017 10:25:41 GMT
Enemy magic attacks? Why the focus on magic attacks? Who or what is magicing down wolds and bradigus? To make this in anyway effective? B. Debuffs are magic attack... any spell who need a hit roll is a magic attack. Hunter mark and kiss of lilyss are magic attacks too. Is a nice spell in the current state, I dont understand the complains
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Post by Bomma on Sept 2, 2017 11:45:00 GMT
Going to battle group is a great change, I just think it needs more.
B.
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Post by macdaddy on Sept 2, 2017 12:12:44 GMT
Enemy magic attacks? Why the focus on magic attacks? Who or what is magicing down wolds and bradigus? To make this in anyway effective? B. Debuffs are magic attack... any spell who need a hit roll is a magic attack. Hunter mark and kiss of lilyss are magic attacks too. Is a nice spell in the current state, I dont understand the complains Pretty much this, Haley2, Denny1 (Cryx as a whole), who are both bogeymen right now rely on offensive spells for most of thier toolkit. It's a pretty good spelll. The issue is still his vulnerability to guns. The dude needs some defensive tech towards getting Assasinated every game. I'm gonna play a game this week against Gunnbjorn, Grimm1, and Sevy 2 to show how easy it is to assasinate him at range.
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Post by Bomma on Sept 2, 2017 12:59:54 GMT
Haven't they made the wight with shield guard to fix that up? Have three or 4 and a few transfers? Should keep you safe until things get messy in melee?
Brads lists are mostly spammed wolds? How many spells are getting slung about to cover the 2 wardens? 2 wyrds? handful of wights, possibly a guardian or two? Maybe a watcher in there somewhere? Wrath doesn't need it?
Doubling the spell cost of casting seems better or even stopping casting within 5 and reducing the range to 5? Now that would be something
B.
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Post by macdaddy on Sept 2, 2017 13:12:46 GMT
Haven't they made the wight with shield guard to fix that up? Have three or 4 and a few transfers? Should keep you safe until things get messy in melee? Brads lists are mostly spammed wolds? How many spells are getting slung about to cover the 2 wardens? 2 wyrds? handful of wights, possibly a guardian or two? Maybe a watcher in there somewhere? Wrath doesn't need it? Doubling the spell cost of casting seems better or even stopping casting within 5 and reducing the range to 5? Now that would be something B. Shield guard doesn't protect you from TK, Timebomb, other spell nukes. I have used Krueger 2 multiple times to TK shield guards away from a caster. Shield guard also doesn't protect you Turn by Turn reliably if it's on a Arm 15 14 box 5point light. Most gunlines will one shot them with the odd Boosted Pow 14/15 shot and Pow 12's cripple them. Against a decent gunline your wights will all be dead by Turn 2 or 3
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Post by macdaddy on Sept 6, 2017 0:53:26 GMT
So the devs think the watcher is "Fine" just like they said the paladin of the wall was fine last week. I am starting to get pretty flustered at this. Both ret lights in this cycle are really fantastic and have similar weapons and abilities to the watcher just better. They have better utility, better offensive output by miles, and are supported better in faction...
Anyone else feeling a bit peeved that they refuse to make changes to the watcher?
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Post by oncomingstorm on Sept 6, 2017 6:11:27 GMT
So the devs think the watcher is "Fine" just like they said the paladin of the wall was fine last week. I am starting to get pretty flustered at this. Both ret lights in this cycle are really fantastic and have similar weapons and abilities to the watcher just better. They have better utility, better offensive output by miles, and are supported better in faction... Anyone else feeling a bit peeved that they refuse to make changes to the watcher? YES. ffs. The Ret lights are actually a good comparison, I don't know how they can look at the Siren for 8 points, and the Woldwatcher for 8 points, and go 'yep, Watcher is fine.' The siren is actually a good comparison, because it's just...better. in virtually every way. I may just make the comparison on CID forums, for whatever good it does, but: - PS 14/12, Blessed, magical weapons, vs the Woldwatcher's 12/12 magical weapons (admittedly with fertilizer) - RNG 10/Pow 12 gun with RFP, BUT it has RAT 6, and the gun can also kill a second infantry model. - 12/17 vs. 10/17 - Oracular vision vs stone form - Power up vs. construct rules and Fury 2 etc. I feel like they're scared of a recurrence of Wold War 2 and the Mad Dog fiasco, but the situation with the woldwatcher is not at all the same. Clearly we need to do more battle reports showing just how bad it is...stop listing it as yellow when it probably should be orange.
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Post by Forsaken on Sept 6, 2017 8:05:56 GMT
So the devs think the watcher is "Fine" just like they said the paladin of the wall was fine last week. I am starting to get pretty flustered at this. Both ret lights in this cycle are really fantastic and have similar weapons and abilities to the watcher just better. They have better utility, better offensive output by miles, and are supported better in faction... Anyone else feeling a bit peeved that they refuse to make changes to the watcher? YES. ffs. The Ret lights are actually a good comparison, I don't know how they can look at the Siren for 8 points, and the Woldwatcher for 8 points, and go 'yep, Watcher is fine.' The siren is actually a good comparison, because it's just...better. in virtually every way. I may just make the comparison on CID forums, for whatever good it does, but: - PS 14/12, Blessed, magical weapons, vs the Woldwatcher's 12/12 magical weapons (admittedly with fertilizer) - RNG 10/Pow 12 gun with RFP, BUT it has RAT 6, and the gun can also kill a second infantry model. - 12/17 vs. 10/17 - Oracular vision vs stone form - Power up vs. construct rules and Fury 2 etc. I feel like they're scared of a recurrence of Wold War 2 and the Mad Dog fiasco, but the situation with the woldwatcher is not at all the same. Clearly we need to do more battle reports showing just how bad it is...stop listing it as yellow when it probably should be orange. I think you may be right. The devs seem to be afraid of changing the woldwatcher to something good. Is it because of Bradigus? Is it because of the fertilizer rule, (which rarely does anything)? Is it because he's a warbeast and not a jack (even though he's got the drawbacks of both beasts and jacks)? It seems pretty clear from what Pagani said in your post on CID they aren't willing to make further changes. Definitely not shield guard. Also, they seem pretty content to leave the wold guardian animus as is. Every single person that mentions it says that animus is crap but not a peep from PP.
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