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Patch 2 Balancing Update

CA_AtoCA_Ato The Creative AssemblyRegistered Users, Moderators, CA Staff Mods, CA Staff Posts: 700
Dear patchaffine jugglers of stats, Update 2 is going live sooner than you can evolve your Rattatas!

You’ve probably learnt the patch notes by heart already. If not, you can find the text here:


Despite its considerable length, the balancing part unfortunately does not capture all changes. Please excuse that the log is a bit patchier than the last time. We had all hands on Beastmen right up until the last moment.

You will hopefully find that a lot of your balancing suggestions have been included in this patch. Not because we just copy and paste them, but because we actually had the same ideas or agreed with your reasoning. I am positively surprised by the large overlap between your collective thoughts and our internal thoughts! The tone and maturity of the posts is constantly improving, for which we are very grateful too.

If some things dear to you did not make it into this patch, it’s either because we’ve changed surrounding factors and want to see their effect first, or because we simply missed them. Either way, please bring them up again if you think they are still valid.

That said, we’ll all need a couple of days to see how the latest evolution plays out (go Dwarfs!). I’ll gather some statistics on that next week.

Kind regards, Ato
Post edited by CA_Ato on


  • CA_AtoCA_Ato The Creative Assembly Registered Users, Moderators, CA Staff Mods, CA Staff Posts: 700
    Hi, with one week's worth of data gathered since the launch of the Beastmen we should have been able to collect some useful balancing data. Unfortunately, Devolve-gate hit us like Minotaur at full charge, skewing the faction-related statistics. We’re also still learning how best to use the character customisation options. Thank you for your collective feedback on that front.

    Magic and character item balancing is underway. I mainly work on units though. Here are some hints at what’s to come in that area.

    I’ve collected a list of the least popular units across all factions and we will give them a push.

    The Flame Cannon has doubled its multiplayer battle performance since the latest update, but it is still in the bottom quarter. Its campaign performance is on fire however. For us that means it’s time to melt away that multiplayer cost.

    The Night Goblin Fanatics should be amongst the most fun units to use, but currently stand out as unpopular choices in a Greenskin roster that is otherwise full of viable crazies. It takes balls to be a Night Goblin Fanatic. We want to reward this bravery by making them a bit more predictable.

    In campaign, some of our light cavalry like Mounted Yeomen and Marauder Horsemen are trotting behind a bit. Nothing critical, but as they need a lash of the whip in multiplayer we will reduce their cost in both. Beastmen and balancing changes that favour low-armour units will bring the average armour in battles down, which over time should naturally increase our little ponies’ performance.

    These are some of our current plans, but wait for the patch notes for update 3 for confirmation of what will make it in. That’s all for now, folks!

    Happy bray-herding, Ato
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