Reassignment Orders

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    WB Gamer
    Odd... first, I agree that reassignment orders are annoying, but I can see why they’re there. I’ve never had a follower killed while I’m out of a region. I don’t think the game spawns follower missions if you aren’t in the region... it will let a mission run out if it starts the three tick timer and you leave though.

    I could be wrong about the way it works but I doubt I’ve been that lucky... I just make sure all missions are done before I leave a region. And yes that can get painful.
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    WB Gamer

     wrote:

    Why are they even in the game? Wouldn't it better if every palyer could freely move orcs to the garrison all the time? I hope this is added when the update comes into effect, fed up of my orcs being killed while i'm in another region. unless they jsut disappear. This way i could keep Warchiefs and Overlord and mvoe everyone else out of the way to safety when traveling ebtween regions without grinding before moving along. 


    'Orcs being killed when you're out of the region' - do you mean the 'by design' random Follower/Captain nerfing (eg 'unless they just disapear') ?    Yes it still happens and can occur whether you are in that region or not.   Personally to help reduce this faulty design mechanic, I keep at least 2 slots open in every Forted region before I leave it (and like Jaxis, do not leave any Missions pending).   I also always have, per Forted region, 4 spots that are either open (see above) or of those 4 spots 2 (or less) have enemy Captains on them.  That method seems to keep in check the random Captain replacement mechanic.    But it's not 100% guaranteed, there are situations out of your control that can happen at any time that fills up those empty slots and push the system into nerfing one of your Followers (eg. Enemy chasing you from another Region/Cheat Death guy/random Captain spawn/dead guy lying in an empty slot that the system skips over/etc).   . 

     

    https://community.wbgames.com/t5/Support/Dominated-Captains-disappearing/m-p/1692440#M1219

     

     

    I liked the way they didn't allow free movement up to Garrisson.  It added another level of strategy and Follower management aspects to the game (at least up to the last version pre v1.19).  Allowing free movement would have made it way too easy to continue harvesting great Captains and move them wherever you want without any repurcissions/penalty.   If forced you to purchase Chests, complete Challenges, do OFP, etc to get these (and other quality) TO's.   But given the nerfing/severe weakening that's occurred to many classes of  Captains in the new patch, there are no longer 'great' Captains, they are all various degrees of meh'ness.   The good news is that the Dev team are re-assessing the repercusions of their balancing 'tweaks', so hopefully they fix it back to way it was (or close to it) for the July update.   Otherwise not much point to it anymore.  

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    WB Gamer

    GUess I need to start being more careful then... I always had a minimum of 5, but usually 6 enemy slots on my board, and at least two were usually open.  With the addition of two bodyguards for the overlord, that's 2 less slots.

     

    One thing I'm curious about is if they adjusted the rebellion chances to reflect the additional bodyguards now.  With anything less than 5 open slots before, any little thing could set off a rebellion in a couple of my forts before.

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    WB Gamer

    Good question - I haven't had a Rebellion yet since the last update, despite spending a good 7-8 hours in Lithlad as Tallion (from main game) taking over the region, slotting in numerous guys, etc.  I thought that was a little odd.  I did have a Betrayal, but it was 1 guy only and he didn't develop Iron Will.    I won't be spending much time in any region in the main game though, other then completing Daily / Community Challenges every few days.  With the nerfing/weakening of Captains and the easiness of Online Sieges as a result of it, the motivation to continue that aspect of the game is no longer there.    I'm taking a wait and see approach, and hoping with the July patch they reverse these changes.   Otherwse you are just wasting time rejigging everything, when it's all hopefully going to change again in 2 months.   

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    WB Gamer

    Yeah, doing the same here mostly.  Getting my forts set up with the additional BGs, hoping they re-adjust to much closer to what it was before, seeing if there are any promising Marauders that I stumblre across  for my Lithlad fort in case they do, then waiting on doing much in the main game.  Will finish that, see how good of a run I can make in DoM then getting back into DS3 until the next real update and hope it changes.

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    WB Gamer

     


     wrote:

    When I realized the nerfing aspect of Berzerkers (when playing in Lithlad as soon as the DLC/update was released), I went to each of my other regions to attack their Fort setups (Friendly Siege my own Fort) to see how they held up post update.   What were once stable, ubre strong trios on each point and overall Defense setups that you'd have a hard time pushing beyond Pnt 4, let alone getting to the Overlord, became as soft as marshmellow pudding filled with quivering gacks.  Defending Warchiefs/BG would start hacking at their own as soon as the Assault started on points I hadn't even reached yet, and 1/2 my own Assault Followers would turn on each other starting at Pnt 1.  These were all proven, stable guys, setups I had attacked roughly a 100 times each to ensure anybody who exhibit these behaviour was turfed.   And it's been stable for that long.   Now it's all back to square one because of this 'rebalancing' tweak they did. 

     

    Of course it's not just the infighting that is once again happenning, but the general weakening of all Classes to the lowest demonimator.   It's not a matter of upping the difficulty either, which is fine for someone just interested in a local game for a challenge. It's the online component, in Fort Seiges, which is all 'Normal' that is affected detrmentally and is completely irrelevant to any other difficulty setting.  Ditto with the absence of any  uniquely strong/traited Captains, that one near perfect guy that was out there ready to be had - all gone.     



    Yep, it's depressing as ****.  To the point that I was planning on doing DoM tonight but after cleaning up my last fort and doing a couple tests against that fort and other just now I lost interest in anything SoW. 

     

    The only thing that matters in sieges now is the fact that its 7 vs. 3 and the buffs that Talion brings to the fights.  Which means it's all just burning down however much undifferentiated health happens to be on a defense point.  Defensive class tanks are the only ones to last even a little bit now, and not because they are what they are supposed to be but because *everyone* does shrack for damage except the occaisional slayer.  I watched while a tank withstood a barrage from a bunch of nerfed zombies. He wouldn't go down but didn't even scratch his attackers either.  The "wave of strength" that normally cleared attackers out, damaged and mini-stunned them?  That did jack--all.   The other two defenders who would normally do damage while he took abuse (a zerker and a destroyer) had long since been taken out.  Meanwhile,  berserkers, the supposed masters of combat in one against many situations, are consistently the first to fall now.  Meh.  I'm done for awhile.   DS3 it is.

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    WB Gamer

    I never have a full region in my contorl and I always have 5 or 6 slots, I can never complete all missions before leaving a region as as soon as I do a mission another one isntantly spawns. Then when I finally get ahead 2 missions spawn instantly. Unless my captains are jsut disappearing. 

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    WB Gamer

    Yup, I feel and share your pain, frustration and disapointment.   Last night I returned to the Main Game to check up on the Daily/Community Challenges.   To complete the 'Recruit 5 Poisonous Captains' I did 6 Online Sieges across 3 different Regions.  Each of those Regions had a Daily Challenge on them (kill 2 birds with one stone kinda thing).   Anyway, to mitigate the nerfed/weakened Captain/Sieges problem inherent with the changes v1.19 have brought, I reduced my Assault Followers to 3 (easier to manage, quicker to send them away to avoid death, less bleeding out, less infighting, they are not really needed anyway, etc).   As a result I didn't lose any Followers and completed all Challenges (no Rebellions either in any region visited).    Another thing I've noticed is that there have been no (ZERO) Followers, whether those you brought with your or branded during the siege, that become 'Terrified' at the end of the Siege.   Not a single one.  So whatever they did re the rebalancing nerfing tweak also affected the frequency of them becoming Terrified upon taking Pnt 6.   There are still enemy Captains who 'Retreat' due to some Mortal 'Terrified by' trait that is triggered, but otherwise that's it.   And of course allied Berzerkers still hack at each other as before, but now that they are all weakened and lost their health regen rate, they go down very very fast.   So what the tweak nerfing has done is kept their most negative, weakest and riskiest trait  (uncontrolled killing of allies) while reducing their strongest abilities (health regen).  

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    WB Gamer

    Generally the Missions will stop spawning eventually *eg after 6 or so), allowing you to leave for another Region with nothing Pending.   Assuming you've finished the game, are lvl 60 Tallion and are doing Sieges, Vendettas, Challenges, etc for fun now.   When I return to a Region that I left with no pending ones, generally the game will create 1 or maybe 2 new ones.  I complete those that are created every time, and they will eventually end.   Oftentimes no missions will be created when I revisit a region, but if I start running around doing stuff one will likely be generated by the System at some point.   The chances of this happening goes up considerably the longer you spend in a region.   Often you can get one to start if you call in a Caragor, or start Shaming Captains, etc.   If you are experiencing consecutive missions in the dozens, then I'd say that's a problem.    Some Missions that are displayed and do not show any of your Followers being attached to them may in fact have them show up as 'Ambush' type.   Conversely, a 'Trial by Beast' mission one of your Folllowers is attached to (and no others) may have an enemy Captain show up to Ambush him.   Your Captaiin can be killed in either of these scenarios, and I've lost a few to this type of situation too.  As a result, I never leave a region with any pending Missions, no matter how seemlingly insigntficant (e.g Trial by Beast/Ghouls and your Captain is Beast Proof/Slayer) it can be.   

     

    As mentioned though, if the Nemesis system continues to generate new Missions in the dozens with no breaks, then to me that sounds like a problem/bug.  

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