Applying Training Orders Produce Unwanted Results

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    WB Gamer
    Yeah it's kind've annoying. I've learned from it what not to do, but it's certainly not an issue more pressing than the orc/olog leveling bug we've all been experiencing when taking orcs/ologs from the garrison will not gain/lose strengths or weaknesses when leveling them up. The issue you're having can be avoided with simple trial and error. It does suck though. You should report it as a bug when you get the chance and say that it needs to state what abilities the TO will replace. I'll report it as well as I have experienced it a couple of times and found it a bit annoying. Like the caragor pack will be replaced if you give a gang to the captain and you can't get that back
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    WB Gamer
    It's definitely something to keep in mind. In SoM it was always fine if the orc gained a weakness instead because you were not really (as) motivated to breed super orcs to build world's best army. Yet, in SoW you are (sort of) motivated to do so. Sort of, because while it's cool to have the best and unique orcs you really don't need them in single player.
    Of course the next problem is that everything will always become stronger and there is no stopping point. I think in a next game they really need to emphasize a hierarchy so the turnover rate of orcs is pretty large but you can manage to keep your favorite orcs alive (more easily.)

    That being said I share the frustration mostly of the UI being completely unclear and new traits ruining orcs, especially those *ugh* caragors. I have never encountered an assassin with fire bombs though, let alone delete his trait.

    p.s. The bug that really needs to be fixed is the one where the nemesis missions keep changing for no reason. It's really annoying.
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    WB Gamer
    face I just experienced that myself. I hope you reported it. While not entirely critical, it's still a pretty crucial part of the Nemisis system. **bleep** missions keep disappearing or changing out of nowhere, mostly when fast traveling, and it's extremely annoying if you were trying to follow a specific one.
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    WB Gamer
    * I don't know why it tried to autocorrect like that
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    WB Gamer

     wrote:

    In the first one, I have an assassin who had the bonus ability of throwing fire bombs which is an extremely rare trait for an assasin and very nice to have. He originally had a fire weapon and I wanted to convert his weapon to a cursed one assuming his fire bomb ability would be converted to cursed bombs instead. To my surprise, the fire bomb abilty wasn't converted but was deleted instead. In hopes of recovering the bomb bonus ability, I reverted his weapon back to fire but to no avail. That rare and desirable trait was lost forever.

    Response:  Yes sometimes this happens (non-Destroyer class lose their Bombs if you swap out their original element), sometimes it doesn't.  I haven't found a pattern, so it may be just random.   In some cases reverting back to their original element will return their bombs.    In some very rare cases you get non-Destoryers with both mines and bombs, and for these types I don't attempt to swap out their element, keep them as-is.    Even if the element the guy has is not something he's immune to.  I see this as a personal risk issue, you take your chances.  Should there be a prompt warning the user of this when u attatempt to swap his element?   I don't feel it's necessary, keep it a mystery - there has to be some things out of your control. 

     

    On the same lines, there are some things that are or should be self-evident, such as if you swap out a Necro's Curse element with something else, don't expect him to retain his Necro ability - and this is gone for good in those cases.    

     

    I also discovered that giving an orc a caragor mount causes the orc to lose a crucial strength or gain a glaring weakness. I only applied the caragor mount training order because I never really use them and they were piling up in numbers so I decided: What the heck, give this orc a caragor. HUGE MISTAKE. One of my most important overlord bodyguards lost an elemental immunity leaving him vulnerable and no longer a good orc to have as a crucial bodyguard.

    Response:  I don't think I've encountered losing a strength by giving a Captain a Mount (or if they have I hadn't noticed it), but certainly they can gain weaknesses (rarely though).  Similar to providing or swapping out their gang to something else, they can spawn the 'Weak Master' Daze by trait.    There have been a number of cases where after changing their Gang and the Weak Master displays, reverting back to their original gang removes that weakness.   Unfortunately there's nothing u can do to remove a Carigor mount other then making him Undead.    Carigors can be useful though under some circumstances for some Captains, they aint all bad.  but for others, gaining weaknesses/losing strengths asside, they can be a big hindrance.   They slow a Captains engaement time, they are guaranteed to have some down time once their mount is killed or they fall off of it (making them very vulnerable), their aim may not be that great (Marksman in particular), etc etc.  Epic Carigor Trait is also one of the weakest on the board.

    I think it's pretty silly to remove a Strength by giving a Carigor, if that's what u and others have experienced.  Captains are weak enough as they are, and every time they 'tweak' a Class they become weaker - the opposite of what they should be doing.    They seem to keep dumbing down these Captains to make the game easier for players, which is very very unfortunate and completely the wrong and misguided philosophy/strategy (this from someone who plays on Gravewalker). 

     

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    WB Gamer

     wrote:
     Like the caragor pack will be replaced if you give a gang to the captain and you can't get that back

    Response: Yup, that sucks, but as you noted, do it once and realize what happens, then don't do it again.  It would be interesting if they allowed a player to continually apply Legendary TO's to existing Legendary status Captains.  This will swap out the Captains's 2 existing TO's and  provide 2 new random ones (according to their class of course), kinda like the rerolling ability on the 2nd stat.   For BMasters their 'gang' would be in play, so you could swap out their non-Carigor gang to an Epic Carigor Pack (2 Dire Caragors) - so that'll be one way to revert it back, lol.   Also a good way to use up more Myrian and/or your Legendary TO's when u start stockpiling them.   

     

    The clearing of all Nemesis missions (including Follower FIght Pit clashes) bug was introduced in their July patch.   Doesn't happen all the time obviously, but enough to make it real annoying and consistent.   No pattern to it either, and it can happen anytime, any region.   I've already put in a ticket on this last month, but as always, the more the merrier.      

     

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    WB Gamer

    DrakeLyon,

     

    Unfortunately, this trial and error process I went through was with orcs with rare traits. It was a painful lesson but one I learned well. Don't think it's a bug but something intentional the developers included to balance out an orc's strenghts and weaknesses. If it is a bug, I'd like to hear back from the developers regarding this issue.

     

    Haven't yet encountered the orc / olog leveling bug you mentioned. The closest thing I've experienced is with a level 80 Berserker I had which was already Legendary but would take only one Epic trait but not two, so he was essentially an Epic orc. Even then, he wouldn't take certain traits like Champion but would accept a Dire Caragor mount. It was a strange thing to see and I eventually deleted him.

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    WB Gamer
    Yes please vist and post in my thread that provided the link to, also please watch my video where I break down this bug and what's happening in my YouTube video here:

    https://youtu.be/kK-qOrE2PQE
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