So I was playing in the beta and decided to try out some of the new nature affinity content. Like the new blades of decay enchantment so I could also see the reworked decaying debuff. But before I could get it I ran into a freecity that had it and noticed something. The enchantment applies to base attacks, which skirmisher's ranged attacks count as.
Is this intentional? Since it's called blades of decay shouldn't it only apply to base melee attacks?
It's annoying to have to deal with any skirmisher but especially floral slingers inflicting 2 guaranteed stacks of decay when their ranged attacks hit. Ranged attacks that have no cooldowns make this harder to deal with. It's even worse with the floral slingers as their ranged attack always hits. Which I found out recently and find a bit odd that it also has no cooldown. It makes them very annoying to deal with since you can't avoid them by making use of obstacles. I'm guessing this is because most of the time players get them from spells and summons where they expire after 3 turns. But if you can get ones by other means they can be quite dangerous with this.
This also pairs with blooming projectiles another enchantment I wanted to try out. I really like how nature is leaning more into health manipulation with decay and blooming. I'd like to see more lifeseed debuff sources outside of blooming projectiles and the ritualist skills if possible. Maybe in the form of spells if you could find a place to fit them.
Speaking of ritualist I really love the rework, I made my main ruler a ritualist for this game. Leaning into full support with protective wildgrowth and rejuvenation. You can get some many buffs and spread them around with these abilities and other skills. I do like that we get one ritual at the end of the tree as well. A big improvement from the previous incarnation. Much more focused. I'll have to try hostile wildgrowth at some point too. But their deathward ability does seem to be currently not functional. At the very least it is missing some text in its description. I have yet to test it out as I worry it might be a waste of an action.
I like the new call animal spells letting you pick from a selection of units instead of just giving you one randomly. It's very helpful for trying to find specific roles among animal units.
I'm not sure if there are any other big changes to nature outside of these without going over the patch notes again. Really good work. Just need to tweak blades of decay so it won't apply to ranged skirmisher attacks. Also fix the deathward skill for ritualist.
Is this intentional? Since it's called blades of decay shouldn't it only apply to base melee attacks?
It's annoying to have to deal with any skirmisher but especially floral slingers inflicting 2 guaranteed stacks of decay when their ranged attacks hit. Ranged attacks that have no cooldowns make this harder to deal with. It's even worse with the floral slingers as their ranged attack always hits. Which I found out recently and find a bit odd that it also has no cooldown. It makes them very annoying to deal with since you can't avoid them by making use of obstacles. I'm guessing this is because most of the time players get them from spells and summons where they expire after 3 turns. But if you can get ones by other means they can be quite dangerous with this.
This also pairs with blooming projectiles another enchantment I wanted to try out. I really like how nature is leaning more into health manipulation with decay and blooming. I'd like to see more lifeseed debuff sources outside of blooming projectiles and the ritualist skills if possible. Maybe in the form of spells if you could find a place to fit them.
Speaking of ritualist I really love the rework, I made my main ruler a ritualist for this game. Leaning into full support with protective wildgrowth and rejuvenation. You can get some many buffs and spread them around with these abilities and other skills. I do like that we get one ritual at the end of the tree as well. A big improvement from the previous incarnation. Much more focused. I'll have to try hostile wildgrowth at some point too. But their deathward ability does seem to be currently not functional. At the very least it is missing some text in its description. I have yet to test it out as I worry it might be a waste of an action.
I like the new call animal spells letting you pick from a selection of units instead of just giving you one randomly. It's very helpful for trying to find specific roles among animal units.
I'm not sure if there are any other big changes to nature outside of these without going over the patch notes again. Really good work. Just need to tweak blades of decay so it won't apply to ranged skirmisher attacks. Also fix the deathward skill for ritualist.
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