We've been advised not to have preorders, as not to compromise our chance of climbing the trending / top seller list at release day and thereby gaining some visibility. It's not as if the DLC is a big download you'd want to preload, so there'd be little benefit for you in preordering anyway.
Also, 608 hours
Oh, I didn't know that. If it leads to more people playing Battle Brothers, I'm 100% ok with that. Also:
You said:
The Nimble perk is one of the few things left with the DLC which aren't quite where we want them to be yet. I can't tell you how it'll work exactly, because we're still tinkering with it. The general idea, however, is to have it provide consistent and reliable defense for light/medium armor characters, and be an equal to Battleforged for a different set of character builds. The current live version only provides a chance for damage reduction, which makes using nimble characters too much of a gamble.
On the other side of the fence, Battleforged was changed to have its damage reduction based on the current total armor value, and no longer the maximum total armor value. In effect, Battleforged is as strong as it was before at the start of combat, but loses in effectiveness as armor gets more damaged. This applies to any opponents using the perk, too, of course.
The Nimble perk sticks out in the game because it kinda runs counter to other premisses of the game IMO. Nimble relates to a lightly armored character, which exists in every medieval setting game, but its reasons for existing vary as follows:
a) Light armor is simply armor for people that are prohibited from using better stuff. It's straight up inferior to heavy armor, but that's not really a problem because their users are compensated some other way. Eg: Leather armor for thieves in Baldur's Gate
b) Light armor is actually "cheap armor". That works more on strategy games and less in RPGs. Eg: the Dismounted Feudal Knights of Medieval 2 are heavily armored while Town Militia are lightly armored. The "balance" lies on economics.
c) Light armor is an archetype of its own aka the "Nimble fighter", that guy that dodges blows and is super fast and somehow wins fights through agility and reflexes rather than brute force. In
theory this archetype needs to be "balanced" against the heavy archetype and is as good as the "heavy" all things considered
But here lies the big problem: Battle Brothers is a bit of a hybrid and "light armor" is both b and c in this game. It can't be "a" because there is no prohibition from using heavier armor in the game, which is why most people's late game company is a bunch of fully armored juggernauts. Simply because the longer the game goes on, the more money you have and if the only reason not to use heavy armor is the cost then, well...that reason goes out the window the moment you can afford it. So how does the "light guy" fit into all of this? You can't really consider him as an early game build because the key perk for this build (Nimble) has super high requirements. I only ever managed to use nimble types after the mid point, when I have at least one piece of magicool "light-to-medium" armor. I really feel like the "Nimble-Duelist" build in BB is not something you hope for, but rather something you adapt into based off the gear and recruits you get.
I really don't have a solution or even a suggestion here. I'm not sure I like the nerf to Battleforged, because making heavy and light armor closer to each other in power might just disregard the fact that heavy armor in this game requires a
much larger investment of both Gold and the Fatigue stat than light. So it
should be more powerful, but to what extent...? Eh...personally? I would've just left light armor as a step into the progression towards heavier armor and answered criticism with "yeah, nobody in medieval times wore light armor because they wanted to, but rather because they couldn't afford full plate. Can you afford a full plate squad? Good for you! It's supposed to be better".