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Ok so a prior warning as this is going to be abominably long, so for the sake of anyone insane enough to read and review, i have put an intro of what each section contains! please don't quote the entire thing, oh god have you seen the scrollbar on my wood elf thread!? XD!
~Section 1~ Intro+important questions ~Section 2~ Spell selection systems ~Section 3~ Dispel System ~Section 4~ go over each the spells and possible changes, order is Fire > Metal > Light > Death > Heavens> Shadow > Life > Beasts (this is the longest part, contains reworks on some spells + new spell suggestions) ~Section 5~ Closing statement
~Section 1~ Intro
So here I am, making a thread about magic, should it be like the Lore or more like table top? should Ca have creative freedom to make there own unique spells? should CA Cater to total war historical fans?
-Should CA have creative freedom? Yes, most Definitely, Creative freedom with magic is a key part of my discussion here! In the lore of Warhammer magic is used for many a thing outside of just how its used in table top or for battle... for example fire mages are used as fire fighters and Heaven wizards are used to foretell the weather or just give people good dreams! the only limit on what magic can do is your imagination... well that and creating oceans of lightning that take up the whole screen, mages aren't that powerful! Because of this massive amount of freedom we CA can freely create spells to add variety to each of the Lores of magic, to add spells that wouldnt function in a turn based scenario and to even flesh out the lore a bit! Hey, CA could even hold competitions for players to make new spells to add to the game! this would massively open up the game to unique, creative, wacky, wonderful ideas and mechanics that even Warhammer fans had never even imagined possible!
-How do I think magic should be? should it be like the lore? should it be like the table top? In table top magic is a force that has varying degrees of power, it could end the entire game in a turn, let goblins kill dragons, make your lords become gods! or your mage could blow up in your face taking your lord and half your army with it In the lore magic is pretty much a very rare godlike entity.. some of the crap it does I don't even know how to explain.... I personally feel that magic should be a key point of every engagement, it should seriously influence every single choice you make, the choice to not take a mage should be an incredibly risky one! I want that feeling where my purple sun randomly floats and just makes half the enemy force disappear or that feeling where i bash my head against the wall in rage as it floats back and massacres my army instead... But currently? it doesn't function like any of these, mages are a bunch of pre-teens running around with water pistols... it is currently so far away from being the terrifying landscape altering force of destruction that it could be that it isnt even a joke...
CA and Total war fans Now CA i get why you haven't done this already , all the Non-Warhammer fans might hate it magic, but simple fact? this is Warhammer game, cater to warhammer fans, not Total war(historical) fans, you are still going to release historical titles are you not? i don't see any Elves or Orcs or Dwarves in Rome 2 or atilla, so why should magic be gimped in Warhammer because of historical players? add a tickbox that says 'no magic' and be done with it!
~Section 2~ Spell Selection systems
-Now with all the super buffs to magic I'm going to be suggesting so that magic can turn into the Destructive force it is in tabletop and the godlike entity that it is in the lore i think we need a mechanic to limit us on how many spells we can take into the battlefield and these suggestions are...
-the first is the way table top selects magic, its honestly not bad, but I don't really want to see it, why? Why not? No particular reason.... I just think the randomness of spell selection used for tabletop limits us as players away from the spells we truly love and enjoy
-the second way is a point system(which I personally like the most), each spell is assigned a point value, there's currently 3 tiers of spell, grey at 1 point, green at 2 points and blue at 5(this can be adjusted when and if they add more spells, you are also forced to take your signature spell and its free so lets say I want to take a shadow Mage, the signature spell is Melkoth's Mystifying Miasma, so that's my first spell, I now have 10 points to spend on the rest, the second spell I know I definitely want is Okkam's Mindrazor and that's 5 points, I also know I want the Penumbral Pendulum and the withering, that's 2 points each so I now have 1 point left, so will get The Enfeebling foe that means I'm at 10 points and am unable to take the pit of shades! this might seem like you get almost full access to your spells but keep in mind that there is some duel lore casters such as Mannfred who will be restricted a lot more! and the possibility for new creative spells to!
-The third suggestion is what I call the 'casting blockout system' this system functions by every spell being unlocked to a player, but before entering the match/campaign battle a player or ai can block usage of one spell per lore(signature spells excluded), this would allow players to ban out that one crazy ass spell like the purple sun! Or to let the enemy risk it using the purple sun and pray it waltzs back over and massacres his own units instead!
~Section 4~ Dispel System -Now that Types of spell restrictions that I believe would work are written down I feel like we should move onto dispelling magic! is is going to have to be in if we want impactful magic, we cant just let a random Comet of Casandora come out and nearly one hit Karl Franz or his prized demigryph knights(itd be fun though).... that's a little to broken, just a little though so I propose a dispel magic System!
-The first idea is adding an ability called 'dispel magic' it would have 200 range(up for debate) and stop any spell you cast it on having a 300 second cooldown, it would also be given to to all Mages automatically, this would have to be used by casting the ability on the enemy before the spell is finished casting, and because of this having to be done during the cast time of the spell, I suggest we make all spells take 3-4 seconds to cast and add massive telegraphing with an icon appearing above the casters head with the icon for the spell they are about to use they are about to do(doesn't show where its being cast though)
-The second type of dispelling I suggest we have is a 'passive' dispel we have on our Mage units, its got an option to select 2 spells(you can select only 1 if you want to) you want to automatically dispel if the enemy trys to cast them(has 300 second cooldown), you could change the spells you want to try dispel at anytime during combat, it could also be used to play mind games and trying to bait out the dispel before you try and put down a super tier magic!
-Do keep in mind that the point of the Dispelling feature isn't to stop every single spell, its to stop the ones that you think will be impactful when they are cast, this is a very risky choice system... if you block that spell this one might hit you so much harder while its on cooldown.....
~Section 5~ Spell reworks+New spells
Straight off we should make the following changes -change how Magic power recharges, 1 power every 20 seconds at all times, 1 power every 5 seconds during arcane conduit -remove the magic regeneration cap(can still only hold 30 charges at once) -all spells should do more damage, make things randomly go poof, not wonder what the breeze was -Buffs and debuffs should be cheaper whilst still being impactful
-Prior warning, this is the massive section, I go over every single spell and give my review or suggested changes on it as well as suggesting new spells! I am basing all of my choices on my experience playing table top Warhammer for years, My experience reading a massive amount of lore in Warhammer and my Experience playing Total War Wahmmer!
The Lore of Fire So what is the lore of fire? The lore of fire is a violent and chaotic magic that controls, manipulates and creates fire, it specializes predominately in directly attacking with fire however it has some buffs and I'm pretty sure there's some creative ways to use this lore for other things as well... but here's how I view all of the spells in this lore!
Kindleflame – passive perfectly fine, actually really nice tbh(if fire spells actually hurt people) as a side note I hope I don't have to clarify this but I will do so just in case, as an extra passive, all spells and attacks from the bright wizard count as flaming attacks(yes fire burns)
Fireball and Piercing Bolts of Burning now here we have the most iconic fire spells that have ever been created, the ability to throw fireballs at people... pretty much the epitome of what is imagined when we think of fire magic! I have combined these 2 because I think we need to do a switcheroo though... now before you say I'm insane hear me out on my suggestion, and here it is! Fireball, this is a giant fireball, I think this should be the Bombardment ability, it should be that massive ball of fire that comes down and destroys does its damage in a firey explosion, much more suited to a bombardment! As a side note buffs to damage!
Now The Piercing Bolts of Burning tend to do there damage by going through units rather then blowing up.... so I think this would be better served being a magical Missile, shooting 3-4 highly penetrative magical missiles on the enemy, able to wipe out great swathes of the enemy or put down the hurt on a single target really effectively! As a side note, buffs to damage!
Cascading Fire-Cloak there's 2 ways this can go, the way it currently is as a straight up buff spell, but I honestly think this is boring and uninspired... so my for a change is.... suggestion is an aura that slowly burns away the health of units that are in close ombat with it! Your unit is literally on fire... being that close to it has got to hurt right!?
Flaming Sword of Rhuin I think it should stay as an augment as its perfectly fine how it is! Strange!? I think not! CA does get some things perfect from the get go! You know, if it actually did damage that is
Flame Storm I personally don't know how I feel about this spell.... sorry guys, its pretty much the damage oriented version of the burning head.... that does no damage? This is a goddamn giant burning hurricane! The stuff you see running at the worlds end in an apocalyptic wasteland... very very damage buff, it shouldn't be the strongest vortex spell by any means but it should certainly do at least some damage....
The Burning Head the fire that screams....? I think this should be a spell more used to break units then about damage, it should keep its mediocre damage but get a severe boost to its terror causing! And also making its ai little more aggressive by making it go towards an enemy that's in its direct line of sight but other then that randomly roaming around
Now the part some of you probably guessed is coming! New the spell suggestions so here we go!
The Fulminating Flame Cage if you are a Warhammer veteran, please I dare you to tell me you didn't see this suggestion coming, the true crowd control spell of the lore of fire, an amazing and strange spell, now this spell will function in 2 parts, part 1 is the Brigh tmage summons a ring of fire around the selected target unit or squad, this will be a short but possibly impactful time, 10 seconds at most before disappearing
now part 2 of the spell, should the unit attempt to perform any action or cast any ability the flame ring will pulsate and explode doing massive damage to the unit, now you might be saying this is op, but do keep in mind that you can simply dodge your unit becoming cinders and ash by reacting quickly and stopping it, its a lockdown spell first and foremost, not a damage spell! Its the enemies choice if there unit dies or not....
Dragons Breath I feel like it brings the lore of fire to life by bringing us a little closer to those menacing dragons(or not so menacing in total Warhammer)! So its pretty much just a basic cone spell like wind blast, but for fire and mostly focuses on giving the bright wizard an escape from close combat by blowing all the enemies away from him, we all know how much of a nightmare it can be to get our precious Mages buried in piles of enemies....
Raging Flame Smoke Bomb this might sound a little strange, and this is all about creativity and using the uniqueness that total war being a real time strategy gives us to expand and make this an amazing game game as we possible can! So here is what it does, the fire Mage summons a small fire orb that explodes and creates a large cloud of smoke(a smoke bomb if you will) for 10-15 seconds, anything inside the smoke or behind the smoke becomes invisible to the enemy! Giving utility to the burning hot pride of the bright Mages is something we can do to! Intelligence can sometimes be better then brute force...
OK so now we are done with the Lore of Fire the next Lore.....
The Lore of Metal and alchemy! as it is called is heavily focused on the manipulation of metals of all types and also on alchemy, the mixing of potions and turning elements into other ones, most notably transmuting things into gold! Its a highly offensive lore that specialises in killing heavily armoured and elite units
Metal Shifting – Passive interesting.... the passive is currently ok I suppose... an extra addition should be that all lore of metal damage spells count and flaming attacks and one more that might be a little idea... but any unit youve hit with one of your spells during the match takes debuffs when in the metal Mages sphere of influence the metal Mage, debuffs to movement speed armour and weapon strength to represent that even though the spell might of ended the presence of his magic is still there altering the property's of there armour...
Searing Doom the signature spell of metal! Shooting tiny slithers of silver out of your hand at the enemy! Or not...? this is a bombardment spell!? Why dear god why!? Please turn this into a magic Missile that fires 4-5 projectiles that penetrate targets and do damage that scales upwards with the enemies armour value!!!! this makes it good for small elite units or great for single targets
Plague of Rust same as most buffs, but this should be permanent and make it stackable but increase miscast chance if used on the same target
Glittering Robe its fine as a buff, but how is its power right now? Its useful sure.... but it could be better... how about we make it scaling like it does in the table top? The more armour the unit being buffed has, the more armour it gets from this spell
Gehennas Golden Hounds This spell admittedly has one of the coolest animations in the game, and because of this I honestly don't mind that it does something completely different to what it does in table top, but here's my suggestion for changing it! Ok, so this might sound a little odd but bear with me please! Ok, so you summon the hounds to target a specific person, these hounds will now run around as a vortex for a little bit, and once the timer comes due they will start running towards the target and do extra damage to that target based on the amount of untis hit during that time(next to nothing if they miss everyone, massive amounts if they pass through hordes) it might sound strange, but this could be very unique!
Transmutation of Lead what it does in tabletop is mediocre In my opinion, but I think we can fix that quite easily, make the debuff permanent, once you transmute something.... it doesn't transmute itself back unless you do it yourself..
Final Transmutation This spell is the straight up epitome of what it means to be able to Use metal magic.... and its seriously underwhelming, this spell should be a nuke, in table top its pretty much the only spell in this lore that's effective against all targets equally well and I think we should keep it like that! Now as its the epitome of of metal magic it should be heavily impactful, not some minor death overtime spell, it should straight up just do its damage all at once, I feel like 1 in every 4 units hit by this spell should just turn into a gold statue and be declared dead, on top of this it should cause massive terror as people watch there friends, there allies turn into statues before there eyes! A fun joke passive could be that when used on dwarves they panic for a second and do anything as they consider taking the gold statue and running!
New spells! And a new passive!
The Grand Alchemist – passive a new passive given to all Metal Mages because after all, its alchemy as well, so here's what it does, if you have a metal Mage, you get all potions for free the lord or Mages army, if you already had a potion that potion now counts as 2 doses, if you don't have a potion of a certain type you get 1 dose of that potion for free, it might sound op but these are the creators and studiers of alchemy we are talking about, if they don't have access to these then body should.....
Metallurgic Immolation we are talking about the controllers of metal... the men who can boil people alive in there own armour.. so here we have a new spell, it turns the enemies armour white hot and roasts them alive inside it, the more armour, the more damage
Metal Sand I am sure some of you know where I got this idea from.... Metal sand creates a vortex spell that randomly floats around like al vortex spells do, it looks somewhat like a sparse black cloud, whenever the cloud passes over a unit that unit becomes temporarily takes light damage, becomes unable to move and suffers terror from due to choking on the fine metal particles
Ok so now we are done with the Lore of Metal on the next Lore... in the next post apparently..... i hit the word character cap!