Wyrdstone changes and wyrdstone passives

Share your thoughts and ideas about Mordheim: City of the Damned
Mog
Posts: 8
Joined: 23 November 2014, 05:51

Wyrdstone changes and wyrdstone passives

Postby Mog » 10 February 2016, 09:32

I'm not sure what the rational was for the 2 turn duration change for wyrdstone effects in patch #3. I've just found it to be a frustrating addition, 85% of the wyrdstone effects are negative, pick up a group of four and you're not going to be doing much for two turns. It also seems counter intuitive with the wyrdstone passives in the game that are supposed to encourage you to pick up wyrdstone then jump back into combat and yet you get punished for doing so. Does anyone actually make use of the wyrdstone passives? I never found them worth the risk (+15% damage and 10% dodge at the risk of -20% armour or +1op for an attack, ill give it a miss)

I would much prefer the passive skills to last two turns and the effects revert to one, or at least increase the % of positive effects.

User avatar
Blitzconfusion
Posts: 263
Joined: 12 August 2015, 07:33

Re: Wyrdstone changes and wyrdstone passives

Postby Blitzconfusion » 13 February 2016, 20:45

They're voting about that on steam feedback forums (can only be found when logged in).

User avatar
MasterN
Posts: 82
Joined: 16 January 2016, 10:49

Re: Wyrdstone changes and wyrdstone passives

Postby MasterN » 21 February 2016, 20:12

They're voting about that on steam feedback forums (can only be found when logged in).
Who's voting on that?
Initiated by Rogue Factor or by users?


Return to “Feedbacks”

Who is online

Users browsing this forum: No registered users and 2 guests

cron