- GM event on Druzzil on 9/25/03 was pretty badass. Emote said a dragon was flapping his wings in Eastern Wastes, 70 people show up murder it, a small group of liek 14 who had raid set up got exp and stuff and got 4 green scales(not the war epic ones) and another emote came up that an npc in PoK wanted the remains of the dragon well 70 pissed off people showed up at the gm controled npc.
- Aug 02, 2016 Stupid question - How does Ash's Bladestorm work? So i do actually press 4 and then he just teleports to one target then kill thems then goes back to NOT doing blade storm.Is this how it is supposed to work or? Showing 1-4 of 4 comments.
- The ash of the drained Shadowfell dead clings to you. Like glitter, you can always seem to find some. You smell like ash too. Your breath is always visible, like on a cold day, regardless of temperature. When you exhale, your breath appears as black smog that seems to cling around you.
- What Effects Ash Bladestorm Dmg 1
- What Effects Ash Bladestorm Dmg Minecraft
- What Effects Ash Bladestorm Dmg 2
- What Effects Ash Bladestorm Dmg 3
Its me or pulverise support seem pretty insane?lot of aoe+dmg but we lose some atk speed. Im i missing something or its like a mix of increased area of effect+concentrated effect together?feel like we should swap increased area of effect for pulverise for a small area of effect loss but major dmg boost. Steel charge now increases Ash's Blade Storm damage. Ash’s Blade Storm is now affected by the Steel Charge Aura Mod.
Bladestorm: The Hundred Years' War | |
---|---|
Developer(s) | Omega Force |
Publisher(s) | Koei Koei Tecmo (nightmare) |
Director(s) | Kenichi Ogasawara |
Designer(s) | Shigeto Nakadai |
Platform(s) | PlayStation 3, Xbox 360, PlayStation 4, Xbox One, Microsoft Windows |
Release | PlayStation 3
|
Genre(s) | Real-time tactics |
Mode(s) | Single-player |
Bladestorm: The Hundred Years' War is a historical real-time tacticsvideo game for the PlayStation 3 and Xbox 360 platforms. It was published by Koei and developed by Omega Force. A enhanced expansion remake, entitled Bladestorm: Nightmare was released for PlayStation 4, Xbox One and PlayStation 3 in Japan on January 29, 2015 and a couple of months later in the rest of the world. Osx el capitan dmg. The worldwide Microsoft Windows release was on May 29, 2015.[4]The game is loosely based on the Hundred Years' War between the Kingdoms of England and France in the 14th and 15th centuries. Just like the Kessen and Musou series from Koei, certain liberties are taken from the original history. For example, unlike what happened in real life, it is possible to save Joan of Arc from being burned at the stake. The Nightmare edition features even fable creatures like Dragons and Goblins in an alternate storyline
Plot[edit]
The game opens with a scene showing two anonymous mercenaries fighting each other during a clash between French and English troops. They converse as they fight, setting the tone of the game as they discuss the nature of mercenaries (who change sides as it suits them), how there is no real right or wrong in the war (picking sides isn't portrayed as a moral choice in the game), and how time seems to be standing still (even though the game covers events across the entirety of the Hundred Years' War, the game does not strictly follow chronology; for example, the player can fight alongside Gilles de Rais in one battle and with John Chandos in the next).
The player character, a mercenary leader in the making, fights in battles to advance the plot. Much of the game's story comes from overheard conversations in the tavern between battles. While most missions do not contribute to the plot, the player will often be given the chance to fight in famous battles, typically on the side that historically won. These special battles are usually accompanied by cutscenes that build on the story arcs of the various characters in the game.
Ccleaner dmg. The story follows a large cast of characters both (roughly) historical and original. The two most prominent characters are Edward the Black Prince, introduced campaigning for England at the beginning of the game, and Joan of Arc, who is introduced fighting for France much later. Many of the game's characters are paired; for example, John Talbot and John Fastolf interact frequently with each other and their story arcs are entwined throughout the game, and Phillippe le Bon is always accompanied by his subordinate Marie.
![What Effects Ash Bladestorm Dmg What Effects Ash Bladestorm Dmg](/uploads/1/3/4/3/134367758/609705079.jpg)
The plot hinges on the key battles of Crécy, Poitiers, and Orléans. Unlike most special battles, the player must choose a side. Depending on the player's choices, either Joan or Edward offers a commission in their army for the climactic battle – Bordeaux for the French and Agincourt for the English.
Gameplay[edit]
The player starts the game by creating a customizable mercenary character. Unlike characters from other Koei games like Dynasty Warriors and Crimson Sea, the player character must lead squads of troops to be effective; unsupported, the mercenary is very vulnerable. Over the course of the game, the player will improve the character by acquiring better arms and armor, improving leadership abilities, and learning how to command numerous unit types.
The gameplay takes place on battlefields in different regions of France and the Low Countries. At first, the player can only fight in the Normandy region, but as the game progresses the player can eventually fight in Brittany, Flanders, Champagne, Aquitaine, Gascony, the Île-de-France, and Auvergne. Battles are broken down by days (which last 10 real-time minutes), during which time the player can fight as he or she chooses. The player's objective is to fulfill the contract he or she accepted for that particular battle, typically by capturing a number of strategic locations for his or her side. Fighting frequently for one side in a particular region will result in that side dominating the region; as this reduces the opportunities to for capturing locations and gaining experience, players are subtly discouraged from favoring one side too much and benefit from maintaining a rough parity between the French and English.
Each battlefield has villages, castles, and cities that can be captured. Each of these has a defense value; small villages have a value as low as three, while walled cities have a value of nine. The player can reduce this defense value to zero by defeating the troops defending the location or escorting allied troops in assaults on the location. Once the defense value reaches zero, the base commander appears. When the base commander is defeated, the location is captured. Each side also has a variety of skilled officers leading troops. Capturing locations and defeating officers rewards the player with loot.
Combat takes place when opposing forces attack each other, whether under player control or not. To prevail in battle, the player must make use of appropriate units and abilities to fit the situation. In addition to a standard attack, each squad has three special abilities; for example, sword-and-shield infantry can stun enemies with a shield bash, raise their shields to sacrifice mobility for frontal defense, and can use a brief heavy strike to unleash wide-sweeping high-damage attacks. Special abilities operate on cooldowns. The more the player uses a certain unit type, the more experience is gained for that unit type. Experience points can be used to upgrade the passive attributes and active abilities for those units.[5]
The game includes a wide range of different warrior squads to command and recruit. The player can lead only one squad at a time, but may take command of any squad on the field unless it is a special base defense squad, already led by another officer, or is part of a unit type that the player has not yet learned to lead. At first, the player can only lead swordsmen, archers, and mounted warriors, but can find and purchase books that will let him or her lead other unit types. Unit types vary from historical (longbowmen, men-at-arms) to anachronistic (chariots) to foreign (ninjas, camels) to fantasy (magicians). Each unit type is broken down into a number of varying subtypes; for example, the Rapier group includes shield, two-handed, and dual-wielding squads, each with their own special abilities. Each unit type has a rock-paper-scissors relationship with other unit types. When the player has an extreme advantage over an opposing unit type, a greenish-blue light will appear over the enemy squad-leader's head. A reddish shadow indicates an extreme disadvantage. For example, cavalry are very effective against swordsmen, but can be defeated easily by pikemen.
What Effects Ash Bladestorm Dmg 1
Between battles, the player character spends time at a tavern which serves as a hub. Here, the player can converse with other mercenaries, purchase equipment from a merchant, recruit squads which can be called upon at any time in battle, and accept contracts.
Reception[edit]
Reception | ||||||||||||||||||||||||||||||||||
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The game met with mixed critical reception. GameRankings and Metacritic gave it a score of 65.44% and 63 out of 100 for the Xbox 360 version,[6][8] and 60.17% and 58 out of 100 for the PlayStation 3 version.[7][9]
Brett Todd of GameSpot gave the game a score of 5/10.[18] He said that 'Fresh ideas can't save [the game] from mediocrity.' Some of his complaints were that the campaign 'just recycles the same style of battles over and over again,' there was 'no strategic depth or arcade satisfaction,' the game suffered from an 'ineffective artificial intelligence,' and 'dated visuals and sound.' On the positive side, he said that the game featured 'easy-to-use controls for commanding companies of troops,' and he thought the game had a 'great idea to blend arcade action with squad combat.'
However, Dave McCarthy of Eurogamer gave the X360 version a score of 8/10.[15] McCarthy said 'It's..a very, very good videogame: another brilliant evolution of Koei's unique interpretation of the real-time strategy genre, and every bit as satisfying as previous efforts. What it lacks in terms of the speed and immediacy of, say, Gundam Musou, it makes up for with strategic range, design ingenuity, and conceptual novelty.'
See also[edit]
References[edit]
What Effects Ash Bladestorm Dmg Minecraft
- ^'Archived copy'. Archived from the original on 2016-03-19. Retrieved 2016-03-21.CS1 maint: archived copy as title (link)
- ^'Archived copy'. Archived from the original on 2015-05-26. Retrieved 2016-03-21.CS1 maint: archived copy as title (link)
- ^'Archived copy'. Archived from the original on 2016-03-17. Retrieved 2016-03-21.CS1 maint: archived copy as title (link)
- ^'Archived copy'. Archived from the original on 2014-10-29. Retrieved 2014-10-28.CS1 maint: archived copy as title (link)
- ^'press release'. Archived from the original on 2006-12-06.
- ^ ab'Bladestorm: The Hundred Years' War for Xbox 360'. GameRankings. Archived from the original on October 12, 2014. Retrieved August 14, 2014.
- ^ ab'Bladestorm: The Hundred Years' War for PlayStation 3'. GameRankings. Archived from the original on October 15, 2014. Retrieved August 14, 2014.
- ^ ab'Bladestorm: The Hundred Years' War for Xbox 360 Reviews'. Metacritic. Archived from the original on January 17, 2015. Retrieved August 14, 2014.
- ^ ab'Bladestorm: The Hundred Years' War for PlayStation 3 Reviews'. Metacritic. Archived from the original on October 25, 2014. Retrieved August 14, 2014.
- ^'Archived copy'. Archived from the original on 2015-03-08. Retrieved 2015-05-30.CS1 maint: archived copy as title (link)
- ^'Archived copy'. Archived from the original on 2015-08-31. Retrieved 2015-05-30.CS1 maint: archived copy as title (link)
- ^Sterling, Jim (November 21, 2007). 'Destructoid review: Bladestorm: The Hundred Years' War (X360)'. Destructoid. Archived from the original on July 17, 2014. Retrieved August 14, 2014.
- ^Edge staff (December 2007). 'Bladestorm: The Hundred Years' War (X360)'. Edge (179): 95.
- ^EGM staff (December 2007). 'Bladestorm: The Hundred Years' War'. Electronic Gaming Monthly (222): 109.
- ^ abMcCarthy, Dave (October 16, 2007). 'Bladestorm: The Hundred Years' War (X360)'. Eurogamer. Archived from the original on March 28, 2014. Retrieved August 23, 2013.
- ^Gori, Andrew (November 7, 2007). 'Review: Bladestorm: The Hundred Years' War (PS3)'. GamePro. Archived from the original on November 9, 2007. Retrieved August 14, 2014.
- ^Tan, Nick (November 14, 2007). 'Bladestorm: The Hundred Years' War Review (PS3)'. Game Revolution. Archived from the original on September 10, 2015. Retrieved August 14, 2014.
- ^ abTodd, Brett (December 7, 2007). 'Bladestorm: The Hundred Years' War Review'. GameSpot. Archived from the original on March 31, 2015. Retrieved August 14, 2014.
- ^'Bladestorm: The Hundred Years' War Review'. GameTrailers. November 16, 2007. Archived from the original on November 2, 2014. Retrieved August 14, 2014.
- ^Knutson, Michael (November 18, 2007). 'Bladestorm: The Hundred Years' War - 360 - Review'. GameZone. Archived from the original on October 6, 2008. Retrieved August 14, 2014.
- ^Grabowski, Dakota (November 20, 2007). 'BLADESTORM: The Hundred Years' War - PS3 - Review'. GameZone. Archived from the original on October 5, 2008. Retrieved August 14, 2014.
- ^Clements, Ryan (November 8, 2007). 'Bladestorm: The Hundred Years' War Review'. IGN. Archived from the original on October 6, 2014. Retrieved August 14, 2014.
- ^'Bladestorm: The Hundred Years' War'. Official Xbox Magazine: 76. December 2007.
External links[edit]
What Effects Ash Bladestorm Dmg 2
- Bladestorm: The Hundred Years' War at MobyGames
Retrieved from 'https://en.wikipedia.org/w/index.php?title=Bladestorm:_The_Hundred_Years%27_War&oldid=915619571'
What Effects Ash Bladestorm Dmg 3
For all PvE comments go to Part 1.
In the recent article Zos you used a few terms to try to make people understand how you want to achieve bringing out the unique identity of your games classes, a balance between generic abilities and class play style, as well as the viability of all classes finding a place in a raid.
Draw a blank board and have clarity.
1)Class identity and class abilities
2)Generic abilities filling the gaps
3)DK rant
4)The role of Weapon abilities
1)Class identity and class abilities.
Before we go into class identity ZOS you need to recognize that we need stamina costing class abilities and better passives. Having said that, magika needs 2 new weapons. With the Summerset chapter you could have added such a CORE GAME feature and refresh your combat. Not to add a new generic skill line. The game didn't need more roleplaying features such as psijic roleplaying builds. Stop trying to please everyone. Casuals get new maps and quests, PvE guilds get new instances, PvP players need combat improvements.
it is very difficult to talk about wanting to improve class ID when in the recent space of time all we have seen is an erosion of unique features, copy paste abilities between classes, Turn Evil, Dawnbreaker of Smiting and other generic abilities such as the recent soul trap and entropy find their way in every build. This direction will never lead to what you try to achieve ZOS
All you have to do ZOS is to make every class wanna use their class animations and slot those abilities in their bars. Simple as that.
It is problematic that in the pvp combat of eso, in which a CC has to occur as soon as possible, you ZOS have failed to provide all 12 classes with a unique access to a reliable CC.
This is the easiest piece in putting together a strong case of class identity. Every class, stamina and magika should be able to CC an enemy with class flavour. I dont care if some people will say that, when it comes to CC, you just reskined the same ability with different colours. The universal responce to CC is break free, INSTANTLY. Besides, there can be a ton of effects tied to a CC. Different durations for different effects depending on the impact.
An ultimate is the proof of a superior warrior, mage. Ultimates need to remain iconic. As a DK I am happy with my ultimates. Other classes aren't. How on earth could you go ahead with weapon ultimates and disturb the combat balance, before making sure that every class can feel unique?
Classes should find their strengths in: mobility, sturdiness, resource abundance, buff/debuff selection, burst, AoE contribution. This is where the identities shine. Class ability animations need to be used on those fields.
2) Generic abilities filling the gaps.
The Mages and Fighters guilds as well as Psijic and Soul skill lines should provide some abilities with primary effect a Major buff and a secondary effect of some utility.
Under no circumstances these generic skills like:
Dawnbreaker of Smiting
Turn Evil
Meteor
Soul Assault
Soul Trap
Structured Entropy
Beast Trap (PvE)
Do you know why? Because active combat should be the result of using class and weapon abilities. Generic lore skill lines should be leveled up to improve a stamina or magika character with the use of buffs that are worth slotting. That should be the reward and that should be the link to the lore of the game.
The more generic skill lines you add to the game, which any class with any weapon can acces, for the sake of making players feel like the belong to a new guild with new fighting/magic abilities, the more difficult you make it to balance everything, and preserve a sense of uniqueness
3) Little rant about dragonknight.
I will use the stamina Dragon Knight as an example to avoid when to work towards your identity project. Obviously there are many problems with other classes, such as stamsorc, which doesn't have a class ultimate for starters.
When Dark Brotherhood DLC came out, you introduced murder and poisons. Why did you make the Dragon Knight the poison class? You can't just go 'assassins.. poisons.. volcanoes have fumes. Zombies vomit poison. Dragons have claw. Scratches can get infected. STAMINA DK WILL BE THE POISON CLASS.
You can't delete a dragons wings because you didn't take your time to think 'some people complain that magDK spam wings. We could use a fatigue cost just like we did with Bolt Escape'
You can't mess around with Noxious Breath, be uncertain if they will be used as spammables or DoT, and end up nerfing the DoT after a series of cost buffs/nerfs.
You can't add a Weapon DMG bonus to a magika spammable ability.
You can't use a ranged abilty and make it suck as a spammable and as a CC at the same time and say that this is a good addition.
You can't keep adding healing options: Ash cloud. Obsidian shard, Cautirize, Major Mending to the Dragon Knight because you want to help PvE dragonhealers.
ALL THESE HEALING FEATURES SUIT A TEMPLAR. WHAT ARE YOU DOING?
I play a stamDK, I used this class as an example of crazy implementations that have nothing to do with the image of Fire and Fury that we all though we chose and that you dare to show us in your recent article, before you revert all the above mentioned madness. No other class has such performance issues and identity issues.
And I dont want to hear about how OP the SnB/2h 7th Fury BS build WAS. It belongs to the past.
4)The role of the Weapon abilities
Weapons should be the PLAY AS YOU WANT part of your game ZOS. Their role is to provide options to the players to complement their fighting style after having chosen a class. Every weapon should have 1 spammable option. Nothing should be complicated about that. The rest of the abilities should have tools that bring out the identity of the fighting style.
SnB should be the sturdy knights choice.
DW should be the furious warriors or quick assassins choice.
Two handed should be the choice of the master swordsman.
Bow. Archer. Not just snipe and poison injection
SnB: Why do we attack with our shield? The shield should CC and lower the enemies defence.
Why doesn't the attrition play style have a Dot. Take the Dot from DW.
Happy with the nerfs. Not happy about the Slam spam.
DW: Why is the most furious fighting style the least threatening?
Flurry first hit should be strong, the rest should be follow up cuts. The 'build up rage' theme doesn't work. Improve the spammable.
Keep the gap closer simple. Simple major brutality, simple gap closer, low dmg.
Wanna nerf Whirling Blades? Is it an execute? Then increase the cost, dont touch the dmg.
An AoE reduction buff does not belong in this skill line. Nothing to do with its identity. Take it to SnB
2H: One morf of uppercut should have increased cost and CC
The over morf should have lower cost and no CC. END OF STORY. Stop messing around with the cost, the dmg, the effect, the animation speed. Let the players choose if they want a CC or a
spammable for their class of choice.
Bow: Rework Imbue Weapon and make it better. Make it the archers spammable. Delete the AoE
Adding ultimates to weapons was a terrible terrible idea.
In the recent article Zos you used a few terms to try to make people understand how you want to achieve bringing out the unique identity of your games classes, a balance between generic abilities and class play style, as well as the viability of all classes finding a place in a raid.
Draw a blank board and have clarity.
1)Class identity and class abilities
2)Generic abilities filling the gaps
3)DK rant
4)The role of Weapon abilities
1)Class identity and class abilities.
Before we go into class identity ZOS you need to recognize that we need stamina costing class abilities and better passives. Having said that, magika needs 2 new weapons. With the Summerset chapter you could have added such a CORE GAME feature and refresh your combat. Not to add a new generic skill line. The game didn't need more roleplaying features such as psijic roleplaying builds. Stop trying to please everyone. Casuals get new maps and quests, PvE guilds get new instances, PvP players need combat improvements.
it is very difficult to talk about wanting to improve class ID when in the recent space of time all we have seen is an erosion of unique features, copy paste abilities between classes, Turn Evil, Dawnbreaker of Smiting and other generic abilities such as the recent soul trap and entropy find their way in every build. This direction will never lead to what you try to achieve ZOS
All you have to do ZOS is to make every class wanna use their class animations and slot those abilities in their bars. Simple as that.
It is problematic that in the pvp combat of eso, in which a CC has to occur as soon as possible, you ZOS have failed to provide all 12 classes with a unique access to a reliable CC.
This is the easiest piece in putting together a strong case of class identity. Every class, stamina and magika should be able to CC an enemy with class flavour. I dont care if some people will say that, when it comes to CC, you just reskined the same ability with different colours. The universal responce to CC is break free, INSTANTLY. Besides, there can be a ton of effects tied to a CC. Different durations for different effects depending on the impact.
An ultimate is the proof of a superior warrior, mage. Ultimates need to remain iconic. As a DK I am happy with my ultimates. Other classes aren't. How on earth could you go ahead with weapon ultimates and disturb the combat balance, before making sure that every class can feel unique?
Classes should find their strengths in: mobility, sturdiness, resource abundance, buff/debuff selection, burst, AoE contribution. This is where the identities shine. Class ability animations need to be used on those fields.
2) Generic abilities filling the gaps.
The Mages and Fighters guilds as well as Psijic and Soul skill lines should provide some abilities with primary effect a Major buff and a secondary effect of some utility.
Under no circumstances these generic skills like:
Dawnbreaker of Smiting
Turn Evil
Meteor
Soul Assault
Soul Trap
Structured Entropy
Beast Trap (PvE)
Do you know why? Because active combat should be the result of using class and weapon abilities. Generic lore skill lines should be leveled up to improve a stamina or magika character with the use of buffs that are worth slotting. That should be the reward and that should be the link to the lore of the game.
The more generic skill lines you add to the game, which any class with any weapon can acces, for the sake of making players feel like the belong to a new guild with new fighting/magic abilities, the more difficult you make it to balance everything, and preserve a sense of uniqueness
3) Little rant about dragonknight.
I will use the stamina Dragon Knight as an example to avoid when to work towards your identity project. Obviously there are many problems with other classes, such as stamsorc, which doesn't have a class ultimate for starters.
When Dark Brotherhood DLC came out, you introduced murder and poisons. Why did you make the Dragon Knight the poison class? You can't just go 'assassins.. poisons.. volcanoes have fumes. Zombies vomit poison. Dragons have claw. Scratches can get infected. STAMINA DK WILL BE THE POISON CLASS.
You can't delete a dragons wings because you didn't take your time to think 'some people complain that magDK spam wings. We could use a fatigue cost just like we did with Bolt Escape'
You can't mess around with Noxious Breath, be uncertain if they will be used as spammables or DoT, and end up nerfing the DoT after a series of cost buffs/nerfs.
You can't add a Weapon DMG bonus to a magika spammable ability.
You can't use a ranged abilty and make it suck as a spammable and as a CC at the same time and say that this is a good addition.
You can't keep adding healing options: Ash cloud. Obsidian shard, Cautirize, Major Mending to the Dragon Knight because you want to help PvE dragonhealers.
ALL THESE HEALING FEATURES SUIT A TEMPLAR. WHAT ARE YOU DOING?
I play a stamDK, I used this class as an example of crazy implementations that have nothing to do with the image of Fire and Fury that we all though we chose and that you dare to show us in your recent article, before you revert all the above mentioned madness. No other class has such performance issues and identity issues.
And I dont want to hear about how OP the SnB/2h 7th Fury BS build WAS. It belongs to the past.
4)The role of the Weapon abilities
Weapons should be the PLAY AS YOU WANT part of your game ZOS. Their role is to provide options to the players to complement their fighting style after having chosen a class. Every weapon should have 1 spammable option. Nothing should be complicated about that. The rest of the abilities should have tools that bring out the identity of the fighting style.
SnB should be the sturdy knights choice.
DW should be the furious warriors or quick assassins choice.
Two handed should be the choice of the master swordsman.
Bow. Archer. Not just snipe and poison injection
SnB: Why do we attack with our shield? The shield should CC and lower the enemies defence.
Why doesn't the attrition play style have a Dot. Take the Dot from DW.
Happy with the nerfs. Not happy about the Slam spam.
DW: Why is the most furious fighting style the least threatening?
Flurry first hit should be strong, the rest should be follow up cuts. The 'build up rage' theme doesn't work. Improve the spammable.
Keep the gap closer simple. Simple major brutality, simple gap closer, low dmg.
Wanna nerf Whirling Blades? Is it an execute? Then increase the cost, dont touch the dmg.
An AoE reduction buff does not belong in this skill line. Nothing to do with its identity. Take it to SnB
2H: One morf of uppercut should have increased cost and CC
The over morf should have lower cost and no CC. END OF STORY. Stop messing around with the cost, the dmg, the effect, the animation speed. Let the players choose if they want a CC or a
spammable for their class of choice.
Bow: Rework Imbue Weapon and make it better. Make it the archers spammable. Delete the AoE
Adding ultimates to weapons was a terrible terrible idea.