On Switftshivers vs Waywatchers, ~73 armor is the cutoff for per unit per volley potential damage (including Hawkish precision, but ignoring that Waywatchers have better accuracy, with an accuracy total of 40 vs 20 and a calibration area of 3.1 vs 4.2, which should net something like a 37% smaller calibration area in practice). Adjusted for the cost difference, the cutoff would be ~105armor (again, ignoring accuracy). Waywatchers hitting more will shift the cutoff in practice, so ~80-100 armor would probably be the more practical point where Waywatchers start to outperform Swiftshiver shards for the cost, with a higher cutoff point the bigger the target is and the lowest against small single entities. Dwarfs are probably the only match up where you can expect that much armor consistently.
@@SleepyFen Eh, sort of. The range is a big deal. Before, if you wanted long range skirmishers, swiftshivers weren't an option, and regular DWS have much less AP, so WW were often better (Armor cutoff was closer to 55-60 in practice). Now that swiftshivers have 180 range, they're basically just always more cost effective than either of the units they're competing with.
@@Matt-ln7lb waywatchers were always an anti-elite sniper, and their damage and accuracy still reflects this. They are not generalists and weren't intended to be. Swiftshiver Shards destroy medium-armor units without shields, but they're still a tad wasteful against the likes of Goblins etc, and they still lack the ranged accuracy to make them effective long-range character snipers. Their lack of accuracy in particular means the extra range isn't likely to give them much improved sniping power vs single entities at those ranges. They were already not great at 140 range and 180 they're going to be missing a lot of their shots compared to waywatchers. And for unarmored characters and single entities at range, waystalkers are still the way to go. Close range netting with Swiftshiver Shards will still destroy a flying mage the same as usual.
No doubt we'll see hotfixes incoming like usual. CA have really been posting nothing but wins since January though. Every patch and product is heavily influenced by community feedback, and it really shows.
I find it hilarious tbh that this patch reverted as many previous MP nerfs to units as it gave to other units. Magma cannons in particular getting their ap ratio back was an eye opener. Surprisingly enough they were mostly even handed aside from gutting the Carstein ring for the empire campaign players. IF CA can continue to balance this will it will go a long way to diffusing the tension between multiplayer and campaign players. Oh and how in the FUCK do you break the tower of Zharr without ever even adjusting that mechanic in The patch notes.
It's possible someone poked around in the Tower of Zharr mechanics and didn't properly revert their changes. Maybe they were in the process of testing some potential future changes for the chaos dwarfs, or maybe they were looking around at some code to copy for an upcoming system.
@@C3l3bi1 I dont think that's necessary. If units aren't strong enough in campaign, buff technologies and skill tree bonuses instead of fiddling with base stats. Having units be the same in both single player bs multi-player minimizes the learning curve of getting into multi-player.
hunters of Kuronos got the same treatment as the Fireborn, gettin majority AP. so having their base dmg swapped with AP. Both units seem much better and makes more sense having the best of the best for a RoR unit
When I saw conquest mode I immediately thought of you. I think this channel definitely helped inspire them to go forward with the idea since it was well received. Hopefully what Turin said is true, and that this will serve as a bridge between land battle & domination community. Time will tell. In other news as an enjoyer of the Asrai I'm happy to see all of the buffs they received.
I'm glad to see the Fireborn change restore them to a premier place among all cavalry - they had fallen off a bit previously as anti-cav/anti-monster and have now gained the ability to simply sweep up elite units that are left unguarded.