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A ritualist that become closed to the archdruid, an old class of AoW3.
I like the idea to have classes in AoW4 that can be closed to AoW3 classes.
Eh, we still don't know will Warlock have an undead branch or not.
From that screen it is Curse (weaken/sunder) 'cause symbol rune is the same as it is on a Mage skill of the same name now, second is a new one but most likely bleed or poison/decaying, last one is also new but you can see the passive and it is a healing attack (sword/plus - Reclaiming Attacks) from Ritualist.
So from that it is debuffer/some sort of a healer.

pic for reference
1000012809.png
 
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This is more for Steam users, but if peeps focus just on this site for news and have their game on steam it would be good to know.

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Open Beta: Griffon Update (for Steam) - link
While this Update doesn’t have many big Reworks like the Tiger or Ogre Update, there’s tons of cool new Features awaiting. We’re talking Flaws, Hero Class Updates incl. the brand new Warlock Class, Extra Faction Data and AI Starting Bonuses.

Complete Griffon Update Notes - is borked atm working now
 
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WOW! The entire ''extra faction data'' part is so unbelievable amazing for me. It's like a dream comes true. This new features will secure, that i will play this game forever haha :D. But really, thank you Triumph Studios. I made a suggestion/visual presentation about those features in the past because they would make this great game to my personal dream game. I never really expected this to come true because i thought it's too much work for just ''roleplay immersion stuff'' to be honest. But now we are here waiting for the griffon update. THANK YOU VERY MUCH TRIUMPH STUDIOS.
 
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Awesome! Warlock looks freaking cool. Elementalist also looks cool, and I like (for the most part) the rework to ritualist... Maybe I missed it but I don't see a true resurrection spell on ritualist, which is kind of a bummer to lose. Probably got moved to battlesaint?
 
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Thoughts on the griffon beta patch:

The cosmic overdrive nerf is too much, an enchantment from a t5 tome, it now gives +20% dmg, while an enchantment from a t2 tome, like siege magic gives +10% dmg. Both of these gives some additional situational stuff so mostly equal in that regard.

Similarly the lightning torrent giving -1 lightning resistance is too little. At least change it to -2.

Tome of the Stormborne
  • World Map Spell “Downpour”
    • Slowed now only affects Flying units.
Is this supposed to be only non-flying units?

I would like to bring attention to the "staves of grace" ability from the tome of prosperity, cleansing rain ability to remove all debuffs from 1 hex radius, in addition to granting grace and any other support buff is quit something. On top of that the spell "grand protection" giving a lot of defensive buffs in a 2 hex radius for 40 cp is too much.
 
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Thoughts on the griffon beta patch:

The cosmic overdrive nerf is too much, an enchantment from a t5 tome, it now gives +20% dmg, while an enchantment from a t2 tome, like siege magic gives +10% dmg. Both of these gives some additional situational stuff so mostly equal in that regard.

Similarly the lightning torrent giving -1 lightning resistance is too little. At least change it to -2.


Is this supposed to be only non-flying units?

I would like to bring attention to the "staves of grace" ability from the tome of prosperity, cleansing rain ability to remove all debuffs from 1 hex radius, in addition to granting grace and any other support buff is quit something. On top of that the spell "grand protection" giving a lot of defensive buffs in a 2 hex radius for 40 cp is too much.
also the enchantment from the tome of enchantment (Tier2) crit chance only decreased by 5/30= 17%, while force of nature (tier5) decreased 5/20=25%, and blight damage 1/4=25%. They always favor materium over all the other affinities and make it overpowered, so boring.:rolleyes:
 
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WOW! The entire ''extra faction data'' part is so unbelievable amazing for me. It's like a dream comes true. This new features will secure, that i will play this game forever haha :D. But really, thank you Triumph Studios. I made a suggestion/visual presentation about those features in the past because they would make this great game to my personal dream game. I never really expected this to come true because i thought it's too much work for just ''roleplay immersion stuff'' to be honest. But now we are here waiting for the griffon update. THANK YOU VERY MUCH TRIUMPH STUDIOS.
Yeah, extra faction stuff is probably the most exciting stuff for me too and hero class updates. (to the point that it overshadows the new DLC, lol)
 
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Hmmmm, overall this is a curious change patch. It looks like they are reducing damage across the board? All the Elemental Blade abilities now only increase damage by 10% instead of 20%, and Elites have lost their 10% Damage Increase as well, making the difference between lower and higher ranks not as sharp as it once was. Combine that with how support abilities in general seem to be getting a lot of buffs, and support units in general get a unique Champion Buff to make them even better at Supporting, and it looks like fights are going to be slower and less snowbally than before.

I’ve checked over the new Ritualist and Elementalist and... well, I can’t say I’m impressed. Why do I have to go down the Utility route of the Ritualist to get access to the party-wide buffs? And speaking of healing, is it more, or has the Ritualist’s healing abilities been gimped? They feel a lot less exciting or engaging than before. It seems to me all the love and attention has been put on the utility side, which is highly disappointing.

As for an Elementalist... yeah okay, the Evocations are cool, giving the elements some proper specialisation and tools relying on that. But what am I meant to do as a Dragon Lord? A Dragon Lord mage used to be able to become an impressive Dragon Breath Specialist, using their Dragon Breath as potent nuke that could also greatly weaken the enemy, and now... idk, maybe I’m not fully clicking with the Elementist yet, but it seems that you can’t play a Dragon Breath Specialist nearly as much as you used to/

Warlock seems neat. Good to see we finally have a dedicated morale-killer hero.
 
Ritualist not having a connection to Rite skills from healing branch look like an oversight and will be fixed most likely.
Edit: Ritualist not having a connection to the Rite skills is a bug on the site in reality both branches are connected

NuMage did get a hit. Overall magic damage, survivability and range got nerfed, but Evocation should stay around the same as it was (I think) with all the passives. (nerfs aren't surprising tho, it was very dominant and damage is getting cut across the board on all units)
I am more surprised how active skill heavy it will be, at a minimum 5 active skills just from the class. Also some positioning of skills are a bit strange, why Summons on the side and not in the center for example and Lightning bolt seems super short range.

At a glance all of it is kinda cool but just need fine tuning.
 
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There was a patch for the beta today, not sure where to find the notes if there are any. Anyone else managed to find anything out about it?

I hope they've fixed some of the issues I found in my first beta game. Like light spirits not having their name or secondary abilities.

There was also an elementalist skill that wasn't working correctly so it did nothing if you used it. I can't recall what it was called, it's in the middle near the bottom. It was supposed to put you in defense mode, refresh cooldowns and grant elemental focus.
 
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WOW! The entire ''extra faction data'' part is so unbelievable amazing for me. It's like a dream comes true. This new features will secure, that i will play this game forever haha
It is very, very cool. Being able to design the heroes you will get with exactly the ambition and governor types you want is very cool. I guess the trade off is that as Unaffiliated Heroes, they will always be the lower level hero options (starting at a lower level than other options) but that also means they are cheaper to hire!
 
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There was a patch for the beta today, not sure where to find the notes if there are any. Anyone else managed to find anything out about it?

I hope they've fixed some of the issues I found in my first beta game. Like light spirits not having their name or secondary abilities.

There was also an elementalist skill that wasn't working correctly so it did nothing if you used it. I can't recall what it was called, it's in the middle near the bottom. It was supposed to put you in defense mode, refresh cooldowns and grant elemental focus.
Probably this - [Griffon Beta] Open Beta Update - V1.011.001.109687
 
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Griffon update beta is looking pretty good after reviewing the notes, many steps in the right direction and vast improvements in QOL issues. Curious to see how stack leader is determined for movement of stacks, and if 9 stacks rather than 6 can be done in future patches and updates. Elementalist appears to resolve most of the issues current Mage class has.
 
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