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King`s Bounty: Warriors of the North Next game in the award-winning King’s Bounty series |
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#9
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Thoughts on units:
Goblins: Zeroing in has been changed to increase their attack at a faster rate, but its now capped at something like double the base. You can't do the old trick of making Goblins take their turn over and over while their attack rises. Goblin Shaman: Lost its 3xSpirit Attack. It still has a 1x version, though. Also, Ghost Axes now do full damage at any range, and ignore some defense. The debuff from it has been moved to only Adrenaline 3. Goblin Catapult: The fire bomb attack seems to do full damage to the primary target at infinite range. It has the Goblin version of Second Wind now. Lastly, the explosive it plants is interesting. I've had enemies occasionally attack it for no good reason, as if it was an ice spike. Ogre: Nerfed. Drain only has one charge now. Orc Chieftain: Gained the Power of the Horde which used to be Blood Shaman's thing. This is an indirect minor nerf to the ability, because you will never get as much damage from the Chieftain as you would from Blood Shaman. Shaman: Same as before. Blood Shaman: Buffed in the sense that it receives extra adrenaline at the start now. That used to be only for regular shamans. Its active abilities, I have no experience with. I have never used the other units. OVERALL: I would say orcs are a little worse off now, but not because of these unit nerfs. The reason orcs have lost some of their viability is because companion Moldok is not in this game. It becomes harder to gain adrenaline at the start of battle, which, as some have mentioned, is when you need your best abilities. |
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