Welcome

Please register for Total War Access to use the forums. If you're an existing user, your forum details will be merged with Total War Access if you register with the same email or username. For more information please read our FAQ’s here.

Categories

MP balance tweaks for Mortal Empire patch

RandomTagRandomTag Posts: 1,479Registered Users
edited October 2017 in Balancing Discussions
For New World races:

General Balancing changes

Rampage tweaks (kicks in 5% of HP lost later, reduced duration by 10s, tweaked pause between repeated rampages)
Tweaks to rear attack melee defence modifier
Reduced MP cost of melee lords on foot and horses by -50


Skaven

Warpfire Throwers -50 cost, +5% reload speed
Night Runners (Slings) +1 dmg
Night Runners: reduction in accuracy
Night Runners (all) -5 hp, -5% physical resistance, -4 melee defence
Gutter Runner Slingers +1 dmg
Gutter Runners Slingers (Poison) +1 dmg
Gutter Runners: reduced projectile accuracy
Gutter Runners (Poison): reduced projectile accuracy
Gutter Runners (all) -5% physical resistance, -3 hp, -4 melee defence
Death Globe Bombardier +2 dmg, +4 AP dmg, +1 explosion dmg, +2 explosion AP dmg
Hellpit Abomination +5 BvsL, +3 MA, tweaks to attack animation preference
Warp Lightning Cannon – accuracy (minor tweak)
Doomwheel -100 HP
Plague Priest on Plague Furnace: +100 mp cost
Skavenslaves: more salt added to diet; now 25% more delicious


Lizardmen

Terradon with Fireleech Bolas +10 range, projectile tweaks
Horned Ones -100 cost, -5 armour, +14 HP
Kroq-Gar – Horned One: +5% HP
Slann Mage Priests and Mazdamundi on Palanquin +25% missile resistance


High Elves

Swordmasters -2 MD
Phoenix Guard -4 MA, -1 Speed, tweaks that will slightly reduce damage output
Silver Helms (all) +2 CB, +2 dmg
Tiranoc Chariot -2 missile dmg, +2 missile ap dmg
Dragon Princes -2 HP
Sun Dragon +4 MD, more breath attack damage
Moon Dragon +2 MD, slightly more breath attack damage
Star Dragon +2 MD
Lothern Sea Guards (all) +2 MA
Flamespyre Phoenix +2 MA, +3 leadership, +4 CB
Frostheart Phoenix +2 CB
Great Eagle +5 ground speed
Eagle Claw Bolt Thrower -25 hp on artillery piece
Tyrion: +45% flame resistance
Tyrion – Malhandrir: increased mass to match heavier hero warhorses
Tyrion: +10 weapon strength, percentage of ap damage increased to 45%.
Tyrion: Added Foe Seeker ability for multiplayer


Dark Elves

Reaper Bolt Thrower -25 hp on artillery piece
Dark Riders Xbow +50 cost
Black Ark Corsairs Handbow -2 ammo, projectile tweaks (amounts to a minor nerf)
Black Ark Corsairs (all) -1 HP
Cold One Knights -0.1 attack interval
Executioners -2 MD, -10 armour
Black Guard -10 armour, tweaks that will slightly reduce dmg output
War Hydra +5 CB
Death Hag – Blood Cauldron: +100 MP cost


Special Abilities and Spells:

Improved ability tooltips to contain more information about damage type
Adjusted medium breath template damage by -10% (Wind Blast, Pestilent Breath, Sunfang)
Added recharge in melee and removed max uses for Sunfang
Comet of Casandora and Black Ark Cauldron explosions now reach their max radius (=slightly more damage)
Adjusted Warp Lightning explosion damage by -23%. Reduced Warp Lightning cost to 5
Adjusted Wake of Fire explosion damage by -33%
Fate of Bjuna power cost increased by 1
Crack’s Call power cost reduced by 1
Cracks’s Call Upgraded power cost reduced by 1
Apotheosis can now target self
Liber Bubonicus limited to max 2 uses
Fiery Convocation: reduced power cost by 1
Death Frenzy & Upgraded: Removed charge bonus stat effect. Increased duration to 21. Reduced power costs by -1 and -2 respectively
Flame Storm & Flame Storm Upgraded: Increased vortex movement speed to 4. Reduced power cost of regular by -1
Snare Net: Removed additional charge speed reduction, reduced speed reduction to -18

For Old World races:

General
Revised item and ability attachments for WH1 characters to offer more diversity and differentiation between characters.
Monstrous infantry entity number have been increased from WH1.
Dragons and Terrorgheists now have breath attacks
Nearly all abilities that modify Melee Attack, Melee Defense or Weapon Damage have been rebalanced.
All units have more health and lower attack speeds to match the new WH2 factions. Because of that these changes are not listed individually later unless they are significant.

Empire:
Griffons now have less charge bonus and higher melee attack.
Empire General: reduced melee damage from 450 to 430, minor cost reduction.
Boris Todbringer: reduced melee damage from 450 to 430.
Arch Lector: Major reductions in health and armour, massive reduction in base cost. Grand Hammer of Sigmar cost reduced from 240 to 160.
Volkmar: Improved melee attack and defense, whilst reduced base cost considerably.
Volkmar - War Altar of Sigmar: minor increase to health. Cost remained same, so mount upgrade now costs more relative
Karl Franz: Small increases to melee defense. Deathclaw is now a lot stronger than other Griffons. Ghal Maraz now has an additional bonus vs large effect.
Witch Hunter: Added Fire Whilst Moving and 360 degree firing. Added 25% magic resistance.
Warrior Priest: increased armour to 50.
Crossbowmen: cost reduced to 500.
Empire Knights: Increased armour to 110.
Demigryph Knights (All): Rebalanced to 24 entities on Large.
Pistoliers: Cost reduced to 500.
Great Cannon: Increased projectile damage.
Helblaster Volley Gun: increased projectile damage and range.

Dwarfs:
Thorgrim: Major increase to health, slightly increased melee defense to 62, major increase to cost, reduced charge to 20. Changed High King activation conditions.
Belegar:. Major reduction in cost. Increased melee defense. Rebalanced Revenge Incarnate, Mighty Oathstone, Hammer of Angrund.
Grombrindal: changed to the Rune Axe of Grombrinfal to buff ap melee damage rather than speed.
Ungrim: Doubled the bonus vs large effect of Axe of Dargo.
Runelord: increased weapon damage to 340.
Gyrobomber: can now move and fire.
Bugman’s Rangers: major increase to melee defense.
Longbeards (all): small increase to armour to 100, leadership increased to 80.
Slayers: cost reduction to 900
Hammerers: major increases to melee performance including higher weapon damage, armour, melee defense. Reduced cost to 1100.
Quarrellers (GW): cost reduced to 600.
Irondrakes (all): Increased entity count.
Irondrakes: reduced cost to 800, added “Burnt!” contact effect to projectile.
Irondrakes (Trollhammer Torpedo): Reduced cost to 900, added Bonus vs. large to projectile.
Bolt Thrower: added bonus vs large.
Organ Gun: increased range, tweaked reload animations to allow faster rate of fire and fire after turning.
Flame Cannon: range increased, added ‘Burnt!’ contact effect to projectile to reduce target morale.

Greenskins:
Wyvern mounts are now faster at 110 speed.
Grimgor: reduced base MP cost.
Skarsnik: increased health. His Tricksy Traps changed to hide units with stalk and unspottable for a short duration. Added charge defense against large.
Wurrzag: Major cost reductions to Wurrzag’s base mp cost. Warpaint of Wurrzag changed to a constant +11% physical resistance in a 40m radius.
Azhag – Skullmuncha: increased melee defense to 24.
Night Shroud: Changed to a spell that grants a unit stalk and unspottable.
Goblins & Night Goblins: added expendable
Night Goblins (Fanatics): increased damage for Spinning Loons ability.
Night Goblin Squig Hoppers: changed weapon strength to primarily armour-piercing, unit rebalanced accordingly.
Savage Orcs (all): reduced physical resistance to 25%.
Black Orcs: buffed and rebalanced to improve combat performance. Slight cost increase to 1150.
Orc Big’Uns: increased cost to 800, improved morale.
Savage Orc Big’Uns: increased cost to 900, improved morale.
All Orc Boar units have been rebalanced.
Trolls: Rebalanced for new entity counts, significantly more damage, small +2 increase to morale.
Squig Herd: now have rampage, Squigs Go Wild redesigned to just increase morale when enemies are close to the Squigs.
Doom Diver Catapults: Tweaks to accuracy and homing parameters.

Vampires:
Strigoi Ghoul King: increased melee attack to 54, charge bonus increased to 35.
Reduced costs of Corpse Carts and Corpse Cart mounts.
Heinrich Kemmler: increased weapon damage to 340, melee attack to 38, melee defense to 45.
Vlad von Carstein: Redesigned the von Carstein Ring to work as a one-use massive ward save ability.
Ethereal units: changed to 75% physical resistance, increased health.
Improved stats and cost of Zombie Dragon mounts.
Terrorgheist: rebalanced, major increase to melee damage and a reduced bonus vs. large.
Crypt Ghouls: +1 melee defense, +1 charge bonus, +2 ap damage.
Konigstein Stalkers: -50 cost.
Crypt Horrors: cost increased to 800. Stats rebalanced for new entity count.
Grave Guard: +2 melee attack,
Grave Guard (GW): +2 melee attack, +1 melee defense, +2 weapon strength
Vargheists: Stats rebalanced for new entity count.
Hexwraiths: Cost reduction to 1400, small increases to melee stats.
Mortis Engine: Reliquary Binding now only affects allies around the Mortis Engine.
Chillgheists: Removed magic resistance. Increased speed debuff of Chilling Aura to -36% (also applies to Claw of Nagash ability).

Bretonnia:
Pass on character armour values.
Hippogryphs now have less charge bonus and higher melee attack.
King Louen: Greatly reduced costs for non-Beaquis mounted versions, Beaquis is a lot stronger than other Hippogryph mounts
Fay Enchantress: reduced max uses for Chalice of Potions to 2.
Alberic: Increased Wrath of Manann power.
Peasant Mob: Added expendable.
Grail Relique: Removed magic resistance.
Grail Knights: Increased armour to 90 and other minor tweaks.
Knights of the Realm: Increased armour to 90 and other minor tweaks.
Royal Hippogryph Knights: Increased armour to 80, added Lady’s Blessing passive, increased melee attack and weapon strength considerably.
Mounted Yeomen (all): rebalanced to have their stats match their cost more accurately.

Warriors of Chaos:
Greatly improved Chaos Dragon mounts.
Small health increases to Manticore mounts.
Reduced missile resistance of Sarthorael the Everwatcher to 60%.
Dragon Ogres: rebalanced for new entity count. Increased damage and bonus vs. large.
Archaon: increased health for Dorghar.
Kholek: +20 melee damage, +5 leadership.
Chaos Trolls: rebalanced for increased entity count.
Chaos Trolls (Armoured): increased armour to 110. Rebalanced for increased entity count.
Chaos Spawn: rebalanced for increased entity count. Big increase to damage.
Dragon Ogre Shaggoth: reduced leadership to 75, increased melee damage to 460. Small tweaks to melee attack, defense and charge bonus.
Chosen (All): increased leadership to 85, lots of small tweaks to stats.

Wood Elves:
Rebalanced Forest Strider attribute to +50% accuracy and +20% melee defense in forests.
Glade Lords: on Great Eagles and Forest Dragons rebalanced to match monster stats more accurately.
Forest Dragon: rebalanced stats to be in line with WH2 dragons.
Spellsingers: rebalanced on Great Eagles and Unicorns.
Increased Ancient Treeman weapon damage to 450, major reduction in cost and increased health to match Treeman.
Durthu: increased weapon strength to 470.
Orion: Added 3 max uses to Hounds of Orion and Hawk’s Talon.
Waystalker: made Hawkish Precision a free ability.
Branchwraith: Increased armour to 60 to match Dryads.
Dryads: Increased armour to 60 and made the unit more offensive in stat distribution.
Wardancers (Both): Increased entity count to 75.
Wardancers (Dual Swords): Added bonus vs infantry, reduced attack and weapon strength.
Wildwood Rangers: removed inherent bonus vs. large, now only gets a bonus vs. large in forests. Rebalanced accordingly.
Sisters of the Thorn: increased missile range and missile damage. Reduced weapon strength.
Glade Riders: increased missile range to 150, improved melee stats slightly.
Waywatchers: increased missile range to 190.
Deepwood Scouts: increased missile range to 180.

Beastmen:
Malagor: Icons of Vilification ability now buffs leadership rather than melee damage.
Morghur: Stave of Ruinous Corruption max uses reduced to 1. Spirit Essence of Chaos max uses reduced to 1. Spirit Essence now a passive that activates automatically when an enemy reaches under 20% health near Morghur.
Khazrak: Dark Mail now has an active phase duration of 32 seconds.
Bestigors: Increased entity count to 75 on large and rebalanced the unit accordingly.
Gor Herd (both): Rebalanced units. Clearer differentiation in role between the two. A lot of small tweaks to improve combat performance.
Gor Herd (Shields): Added Vanguard Deployment.
Ungors (All): Added expendable attribute.
Ungor Raiders: cost reduction to 425.
Ungor Herd: cost reduction to 400.
Minotaurs (all): Rebalanced for increased entity count. Tweaks to stats to offer better differentiatin between the 3 versions.
Razorgor Herd: Increased entity count, reduced cost, added rampage, other minor tweaks.
Centigors (all): cost reductions
Centigors (Throwing Axes): Increased missile damage.
Cygor: Slightly improved projectile accuracy.
Chaos Spawn: Rebalanced for increased entity count. Increased damage output.

...Or that's what CA posted on the official blog. Pretty sure there're way more ninja changes in the release build. Well that's what we have for now. Any opinions?
Post edited by RandomTag on
«1

Comments

  • ITA_Vae_VictisITA_Vae_Victis Senior Member ItalyPosts: 1,584Registered Users
    It also says that the Melee Defence modifier for entities attacked from the rear was changed. Could we at least know if it was increased or reduced?
  • patlau2001patlau2001 Posts: 213Registered Users
    edited October 2017
    Edited: omg, lord sniping breath attacks, tormentor sword which renders chariots useless, and what else?

    Congrats on rolling out such game breaking changes again.
    Post edited by patlau2001 on
  • c0rvusc0rvus Posts: 203Registered Users
    "Skavenslaves: more salt added to diet; now 25% more delicious" ...what the hell are they talking about? xD
  • WarSlipperWarSlipper Posts: 48Registered Users
    I don't understand which changes have been applied to Phoenix guard and black guard : "tweaks that will slightly reduce damage output". What is that? Reduced attack speed? For first time in a year and a half we had some halberds units which performed kind of Ok and now are nerfed? Seriously?
    Also, the huge problem with halberds is that is extremely difficult to catch and pin a big unit and the speed of the PG is reduced?
    Most of the changes are Ok but those are a nonsense for me...
  • MooncakeMooncake Posts: 495Registered Users

    I don't understand which changes have been applied to Phoenix guard and black guard : "tweaks that will slightly reduce damage output". What is that? Reduced attack speed? For first time in a year and a half we had some halberds units which performed kind of Ok and now are nerfed? Seriously?
    Also, the huge problem with halberds is that is extremely difficult to catch and pin a big unit and the speed of the PG is reduced?
    Most of the changes are Ok but those are a nonsense for me...

    Those definitely strike me as the most questionable changes. They really seem to have it out for them.
  • irurobinirurobin Posts: 1,826Registered Users
    edited October 2017
    R.I.P High Elves. -A-

    finally some good price reduction on all foot and cav size lord. (Some lord might need more.)

    But can't you just give Grimgor / Tyrion / Archaon 300 ap in 500 weapon strength???? -A-
  • RandomTagRandomTag Posts: 1,479Registered Users
    edited October 2017
    DE and Skaven runners got their well deserved nerfbat. The nerf to HE elite seems weird...they don't overperform in the initial release build. Lizard rampage requires in-game test to see the actual effect of the adjustment. Hellpit Abomination...unless its attack animation receives major upgrade such minor stat buff won't make much difference.
  • Busa1227Busa1227 Posts: 3,118Registered Users
    edited October 2017
    According to what I have seen on youtubers videos, Night/Gutter Runners nerfs is bigger. They will have 20% Physical Resistance, so it's -10% and not -5%. Not sure if youtubers have the last build though.

    And the GR net only reduces the speed 18% rather than 24% speed and 24% attack speed.

  • WakaWaka3000WakaWaka3000 Junior Member Posts: 452Registered Users
    I suspect that the nerf to phoenix guard and black guard was because people were spamming them against lizardmen, and it was more effective than it should have been.

    As for swordmasters and executioners, you have to consider that they were balanced against each other, but they would really rip up units from other factions (stormvermin and temple guard would stand no chance)
  • patlau2001patlau2001 Posts: 213Registered Users

    I suspect that the nerf to phoenix guard and black guard was because people were spamming them against lizardmen, and it was more effective than it should have been.

    As for swordmasters and executioners, you have to consider that they were balanced against each other, but they would really rip up units from other factions (stormvermin and temple guard would stand no chance)

    that s true, but then again halbert units can't stand up to elite infantry thats anti-infantry. so thats how it should be I guess, but if u slam a stegadon to swordmaster, the stegadon will tear them apart.
  • KhorneFlakesKhorneFlakes Posts: 3,373Registered Users
    edited October 2017

    I suspect that the nerf to phoenix guard and black guard was because people were spamming them against lizardmen, and it was more effective than it should have been.

    As for swordmasters and executioners, you have to consider that they were balanced against each other, but they would really rip up units from other factions (stormvermin and temple guard would stand no chance)

    false fear and a myth, players just needed to adjust in time was true for launch time but nor past 2 weeks at all ,they were perfect
    https://twitch.tv/videos/184185974
    https://twitch.tv/videos/182416433
    https://twitch.tv/videos/183941536
    https://twitch.tv/videos/182168140

    look at them and tell me if you saw anythign wrong with elites
    if anything the pg spam vs lizardmen falled flat on face and btw he dont have much to choose from

    thanks @Busa1227 for spreading false myths

    Balance Is A Lie

  • WakaWaka3000WakaWaka3000 Junior Member Posts: 452Registered Users

    I suspect that the nerf to phoenix guard and black guard was because people were spamming them against lizardmen, and it was more effective than it should have been.

    As for swordmasters and executioners, you have to consider that they were balanced against each other, but they would really rip up units from other factions (stormvermin and temple guard would stand no chance)

    false fear and a myth, players just needed to adjust in time was true for launch time but nor past 2 weeks at all ,they were perfect
    (videos)
    look at them and tell me if you saw anythign wrong with elites
    if anything the pg spam vs lizardmen falled flat on face and btw he dont have much to choose from

    thanks @Busa1227 for spreading false myths
    None of those videos will play for me, so I'm not sure what you are pointing me to.

    Also, Busa said nothing about any high tier melee infantry here. The only thing he talked about was gutter runners, so what false myths are you referring to?
  • Busa1227Busa1227 Posts: 3,118Registered Users

    I suspect that the nerf to phoenix guard and black guard was because people were spamming them against lizardmen, and it was more effective than it should have been.

    As for swordmasters and executioners, you have to consider that they were balanced against each other, but they would really rip up units from other factions (stormvermin and temple guard would stand no chance)

    false fear and a myth, players just needed to adjust in time was true for launch time but nor past 2 weeks at all ,they were perfect
    (videos)
    look at them and tell me if you saw anythign wrong with elites
    if anything the pg spam vs lizardmen falled flat on face and btw he dont have much to choose from

    thanks @Busa1227 for spreading false myths
    None of those videos will play for me, so I'm not sure what you are pointing me to.

    Also, Busa said nothing about any high tier melee infantry here. The only thing he talked about was gutter runners, so what false myths are you referring to?
    He is talking about other posts where I said that Elves elites were a bit too strong against some factions xD.

  • KhorneFlakesKhorneFlakes Posts: 3,373Registered Users

    I suspect that the nerf to phoenix guard and black guard was because people were spamming them against lizardmen, and it was more effective than it should have been.

    As for swordmasters and executioners, you have to consider that they were balanced against each other, but they would really rip up units from other factions (stormvermin and temple guard would stand no chance)

    false fear and a myth, players just needed to adjust in time was true for launch time but nor past 2 weeks at all ,they were perfect
    (videos)
    look at them and tell me if you saw anythign wrong with elites
    if anything the pg spam vs lizardmen falled flat on face and btw he dont have much to choose from

    thanks @Busa1227 for spreading false myths
    None of those videos will play for me, so I'm not sure what you are pointing me to.

    Also, Busa said nothing about any high tier melee infantry here. The only thing he talked about was gutter runners, so what false myths are you referring to?

    you don't browse forums much but he was the only one literaly going around asking pg nerf somewhow ca listened to him since he is soft spoken and basically looked at quickbattle data wihtout any context ofc ourse

    wait i fix them

    Balance Is A Lie

  • WakaWaka3000WakaWaka3000 Junior Member Posts: 452Registered Users
    Also in relation to the breath attack damage, the only dragon that is actually accurate enough to hit a lord is the star dragon anyway, and its breath attack damage stayed the same. I really don't think this will lead to people using sun/moon dragons to lord snipe.
  • Busa1227Busa1227 Posts: 3,118Registered Users
    edited October 2017
    The funny thing is that on Turin channel there is a video where the nerfed PG are able to get 400 kills vs VC and HE were able to win the match playing pretty poorly (It was on ultra settings tho).

    @KhorneFlakes if you are going to post here the Turin videos, do it also for the things don't suit for you xD.

  • KhorneFlakesKhorneFlakes Posts: 3,373Registered Users
    RandomTag said:

    DE and Skaven runners got their well deserved nerfbat. The nerf to HE elite seems weird...they don't overperform in the initial release build. Lizard rampage requires in-game test to see the actual effect of the adjustment. Hellpit Abomination...unless its attack animation receives major upgrade such minor stat buff won't make much difference.

    what de nerf..??

    Balance Is A Lie

  • RandomTagRandomTag Posts: 1,479Registered Users
    Edit: add old world race balance change posted by Grace_CA
  • irurobinirurobin Posts: 1,826Registered Users
    edited October 2017
    Karl Franz: Small increases to melee defense. Deathclaw is now a lot stronger than other Griffons. Ghal Maraz now has an additional bonus vs large effect.

    Demigryph Knights (All): Rebalanced to 24 entities on Large.

    < I like these. +____+


    Chosen (All): increased leadership to 85, lots of small tweaks to stats. <What kind of patch note is this...... x___x

    Archaon: increased health for Dorghar. <And increased its' price to 300. Making it even worse.......=___=

    Rebalanced Forest Strider attribute to +50% accuracy and +20% melee defense in forests. < 20%MD is good. But for the love of god just +50% accuracy on wood elves already. YOU CAN'T SHOOT IN THE WOODS.

    @Busa1227

    400 zombies on ultra....Am I supposed to be impressed or anything???? You can do that with forsaken as well. yawn.
  • Busa1227Busa1227 Posts: 3,118Registered Users
    edited October 2017
    irurobin said:


    @Busa1227

    400 zombies on ultra....Am I supposed to be impressed or anything???? You can do that with forsaken as well. yawn.

    Well, you should be impresive seeing HE winning that match without any effort. Even more when you realize that PG beat Grave Guards + Crypt Horrors at the same time. IIRC, you said some days ago that a unit being able to do this would be OP (in the HE - Where is the love thread) and you only want halberds being able to kill skeletons + Crypt Horrors.

  • c0rvusc0rvus Posts: 203Registered Users
    Changes that has been made toward Beastmen is a step head to the right direction from what it looks like so far.
  • irurobinirurobin Posts: 1,826Registered Users
    Busa1227 said:

    irurobin said:


    @Busa1227

    400 zombies on ultra....Am I supposed to be impressed or anything???? You can do that with forsaken as well. yawn.

    Well, you should be impresive seeing HE winning that match without any effort. Even more when you realize that PG beat Grave Guards + Crypt Horrors at the same time. IIRC, you said some days ago that a unit being able to do this would be OP (in the HE - Where is the love thread) and you only want halberds being able to kill skeletons + Crypt Horrors.
    Back then I was expecting fate of bjuna get nerfed but nope. So they need to be better now.
  • Busa1227Busa1227 Posts: 3,118Registered Users
    irurobin said:

    Busa1227 said:

    irurobin said:


    @Busa1227

    400 zombies on ultra....Am I supposed to be impressed or anything???? You can do that with forsaken as well. yawn.

    Well, you should be impresive seeing HE winning that match without any effort. Even more when you realize that PG beat Grave Guards + Crypt Horrors at the same time. IIRC, you said some days ago that a unit being able to do this would be OP (in the HE - Where is the love thread) and you only want halberds being able to kill skeletons + Crypt Horrors.
    Back then I was expecting fate of bjuna get nerfed but nope. So they need to be better now.
    Well, we do agree at least about that. FoB needs a serious nerf. Sadly not in this patch.

  • irurobinirurobin Posts: 1,826Registered Users
    Crypt Horrors: cost increased to 800. Stats rebalanced for new entity count. < wut?......
  • KhorneFlakesKhorneFlakes Posts: 3,373Registered Users
    Busa1227 said:

    irurobin said:

    Busa1227 said:

    irurobin said:


    @Busa1227

    400 zombies on ultra....Am I supposed to be impressed or anything???? You can do that with forsaken as well. yawn.

    Well, you should be impresive seeing HE winning that match without any effort. Even more when you realize that PG beat Grave Guards + Crypt Horrors at the same time. IIRC, you said some days ago that a unit being able to do this would be OP (in the HE - Where is the love thread) and you only want halberds being able to kill skeletons + Crypt Horrors.
    Back then I was expecting fate of bjuna get nerfed but nope. So they need to be better now.
    Well, we do agree at least about that. FoB needs a serious nerf. Sadly not in this patch.
    fob is getting constantly nerfed ,spirit leech is useless do you want it useless too now..??? if you find it annoying is another issue but comapred to other spells it is balanced
    a 12 mana fod will do far more damage albit spread out (3-4 units average),i am not even happy about this +1 wom cost ,prove this wrong if not then shut up about fob you already did so much damage to high elves with your insecurity

    Balance Is A Lie

  • Busa1227Busa1227 Posts: 3,118Registered Users

    Busa1227 said:

    irurobin said:

    Busa1227 said:

    irurobin said:


    @Busa1227

    400 zombies on ultra....Am I supposed to be impressed or anything???? You can do that with forsaken as well. yawn.

    Well, you should be impresive seeing HE winning that match without any effort. Even more when you realize that PG beat Grave Guards + Crypt Horrors at the same time. IIRC, you said some days ago that a unit being able to do this would be OP (in the HE - Where is the love thread) and you only want halberds being able to kill skeletons + Crypt Horrors.
    Back then I was expecting fate of bjuna get nerfed but nope. So they need to be better now.
    Well, we do agree at least about that. FoB needs a serious nerf. Sadly not in this patch.
    fob is getting constantly nerfed ,spirit leech is useless do you want it useless too now..??? if you find it annoying is another issue but comapred to other spells it is balanced
    a 12 mana fod will do far more damage albit spread out (3-4 units average),i am not even happy about this +1 wom cost ,prove this wrong if not then shut up about fob you already did so much damage to high elves with your insecurity
    Ok, there are more people here complaining about FoB but you only quote and attack me :D . Stop this obsession please.

  • MukipMukip Posts: 576Registered Users
    Busa1227 said:


    Ok, there are more people here complaining about FoB but you only quote and attack me :D . Stop this obsession please.

    Really, you should stop responding too much to the "special" posters, we all know what they are like and giving them attention just causes the entire thread to be filled with dozens of their posts that nobody is interested in.
  • KhorneFlakesKhorneFlakes Posts: 3,373Registered Users
    Mukip said:

    Busa1227 said:


    Ok, there are more people here complaining about FoB but you only quote and attack me :D . Stop this obsession please.

    Really, you should stop responding too much to the "special" posters, we all know what they are like and giving them attention just causes the entire thread to be filled with dozens of their posts that nobody is interested in.
    can't argue with facts,s so start personal bickering
    tell me why fob gets nerfed constatnly while fod remains as is dear sir
    thank you come again
    and @Busa1227 and yes i am mad at you today for those pg and sm nerfs

    Balance Is A Lie

  • KhorneFlakesKhorneFlakes Posts: 3,373Registered Users
    irurobin said:

    Crypt Horrors: cost increased to 800. Stats rebalanced for new entity count. < wut?......

    yeah looks like they forgot the norsca patch +100 cost increase

    Balance Is A Lie

  • Busa1227Busa1227 Posts: 3,118Registered Users
    edited October 2017


    and @Busa1227 and yes i am mad at you today for those pg and sm nerfs

    SM= +2% chance to receive a hit in melee, I hope you will be able to sleep well this night after this disgrace.

    Well goodbye, I have been posting too much this day.

Sign In or Register to comment.