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Do I even need to do the Knights of the Blazing Sun and Empire Knights test. It's so obvious you sent Ikit forward to blob the AI and then wreck it with your death stack. What next? CA should balance around how LegendOfTotalWar plays?
Why would you not blob with the doom fleyers? AI doesnt blob.
Do I even need to do the Knights of the Blazing Sun and Empire Knights test. It's so obvious you sent Ikit forward to blob the AI and then wreck it with your death stack. What next? CA should balance around how LegendOfTotalWar plays?
Why would you not blob with the doom fleyers? AI doesnt blob.
You can apply the same logic to anything. These kind of tests only prove how **** the AI is
Do I even need to do the Knights of the Blazing Sun and Empire Knights test. It's so obvious you sent Ikit forward to blob the AI and then wreck it with your death stack. What next? CA should balance around how LegendOfTotalWar plays?
Why would you not blob with the doom fleyers? AI doesnt blob.
You can apply the same logic to anything. These kind of tests only prove how **** the AI is
Replicate the results with gorebeast chariots, please
I'll pay you one Aranessa 3-shotting an arch lector, two infinite heartrender procs, a Tomb Blade construct blob and throw in a couple of charlemagnes for a fixed doom flayer, 245 range on WJs and a reduced suppression to 20%.
I don’t see any reason doomflayers shouldn’t be good against non AP cav. But obviously they need some cost effective counters both Melee and ranged, and even against their prey they shouldn’t be completely invulnerable to damage.
Chariots being countered by cav is pretty well established. Otherwise they become 72 speed armored minotaurs with 3 entities and some 1500+ hp per model plus chariot collision damage. That sounds like a good idea!
Don't fear the knockdown. Control it. Embrace it. Love it!
Chariots being countered by cav is pretty well established. Otherwise they become 72 speed armored minotaurs with 3 entities and some 1500+ hp per model plus chariot collision damage. That sounds like a good idea!
only if they have art range shooting with fire on the move and 360 shot.
Chariots being countered by cav is pretty well established. Otherwise they become 72 speed armored minotaurs with 3 entities and some 1500+ hp per model plus chariot collision damage. That sounds like a good idea!
oh you mean it's not ok for a unit to be invulnerable vs other units in melee? welcome to my world. I agree everything should take damage even if it's fighting something it counters.
That said, don't most rosters have either AP ranged or AP cav/monsters? Those two should be allowed to be cost effective counters of these guys.
The unit is ridiculous. But I would not mind it having unique strengths for a chariot if it also had some weaknesses.
Yeah i hope they could keep the ''sustained-combat-meat-slicing-machine'' and make it less of a cycle charger, it would give it a unique feeling and role for a ''chariot'' unit.
Chariots being countered by cav is pretty well established. Otherwise they become 72 speed armored minotaurs with 3 entities and some 1500+ hp per model plus chariot collision damage. That sounds like a good idea!
oh you mean it's not ok for a unit to be invulnerable vs other units in melee? welcome to my world. I agree everything should take damage even if it's fighting something it counters.
That said, don't most rosters have either AP ranged or AP cav/monsters? Those two should be allowed to be cost effective counters of these guys.
The unit is ridiculous. But I would not mind it having unique strengths for a chariot if it also had some weaknesses.
nah, it's as easy as this unit compares to Gorebeast, costs the same, but is 200% more effective. No need to derail, imply anything or overthing it.
Sounds like you're completely agreeing with me. The unit is ridiculous. But I have no problem if it did some things better than and differently from a gorebeast.
In the lore they're designed less like motorcycles and more like bowling balls. Line em up and knock en down. I'm pretty sure that once they invented the warpstone engine they became unmanned.
Obviously thats not how this game works, but making them beasts in sustained combat is the opposite of what they are in the lore. They should have insane charge bonus and absolute garbage melee defence. They should have less MD than gyros imo. Homeboy riding on the back is literally unprotected.
Do I even need to do the Knights of the Blazing Sun and Empire Knights test. It's so obvious you sent Ikit forward to blob the AI and then wreck it with your death stack. What next? CA should balance around how LegendOfTotalWar plays?
Why would you not blob with the doom fleyers? AI doesnt blob.
You can apply the same logic to anything. These kind of tests only prove how **** the AI is
Replicate the results with gorebeast chariots, please
Please note that I had an extra gorebeast chariot....because they're CHEAPER as opposed to "the same price" as some people around here would lead you to believe. Ikit was on a Doom Flayer, and Khazrak was on a chariot too.
It's funny though, this thread reminds me to the good old days of World of Warcraft. Forums full of clueless people calling for NEEEEERFS to the left and right. Jezzails are very strong. Ratling Gunners are very strong but suck in bad terrain and sieges, Doom Flayers are decent and the only fast unit that Skaven have. But people want to take that away as well it seems. Looks like Skaven being F tier for two years was definitely not enough.
Chariots being countered by cav is pretty well established. Otherwise they become 72 speed armored minotaurs with 3 entities and some 1500+ hp per model plus chariot collision damage. That sounds like a good idea!
oh you mean it's not ok for a unit to be invulnerable vs other units in melee? welcome to my world. I agree everything should take damage even if it's fighting something it counters.
That said, don't most rosters have either AP ranged or AP cav/monsters? Those two should be allowed to be cost effective counters of these guys.
The unit is ridiculous. But I would not mind it having unique strengths for a chariot if it also had some weaknesses.
nah, it's as easy as this unit compares to Gorebeast, costs the same, but is 200% more effective. No need to derail, imply anything or overthing it.
Sounds like you're completely agreeing with me. The unit is ridiculous. But I have no problem if it did some things better than and differently from a gorebeast.
They should definitely be better than gorbeasts, because gorbeasts are cheaper
Chariots being countered by cav is pretty well established. Otherwise they become 72 speed armored minotaurs with 3 entities and some 1500+ hp per model plus chariot collision damage. That sounds like a good idea!
oh you mean it's not ok for a unit to be invulnerable vs other units in melee? welcome to my world. I agree everything should take damage even if it's fighting something it counters.
That said, don't most rosters have either AP ranged or AP cav/monsters? Those two should be allowed to be cost effective counters of these guys.
The unit is ridiculous. But I would not mind it having unique strengths for a chariot if it also had some weaknesses.
nah, it's as easy as this unit compares to Gorebeast, costs the same, but is 200% more effective. No need to derail, imply anything or overthing it.
Sounds like you're completely agreeing with me. The unit is ridiculous. But I have no problem if it did some things better than and differently from a gorebeast.
They should definitely be better than gorbeasts, because gorbeasts are cheaper
Chariots being countered by cav is pretty well established. Otherwise they become 72 speed armored minotaurs with 3 entities and some 1500+ hp per model plus chariot collision damage. That sounds like a good idea!
oh you mean it's not ok for a unit to be invulnerable vs other units in melee? welcome to my world. I agree everything should take damage even if it's fighting something it counters.
That said, don't most rosters have either AP ranged or AP cav/monsters? Those two should be allowed to be cost effective counters of these guys.
The unit is ridiculous. But I would not mind it having unique strengths for a chariot if it also had some weaknesses.
nah, it's as easy as this unit compares to Gorebeast, costs the same, but is 200% more effective. No need to derail, imply anything or overthing it.
Sounds like you're completely agreeing with me. The unit is ridiculous. But I have no problem if it did some things better than and differently from a gorebeast.
They should definitely be better than gorbeasts, because gorbeasts are cheaper
Same price
My bad, confused with razorgors. Beastmen names are stupid
In the lore they're designed less like motorcycles and more like bowling balls. Line em up and knock en down. I'm pretty sure that once they invented the warpstone engine they became unmanned.
Obviously thats not how this game works, but making them beasts in sustained combat is the opposite of what they are in the lore. They should have insane charge bonus and absolute garbage melee defence. They should have less MD than gyros imo. Homeboy riding on the back is literally unprotected.
hmm well i went with what someone said in another forum on how they work on TT. Maybe I misunderstood. In any case i d rather them being something a bit more different than mini doomwheels. At least their ability corresponds better with sustained combat.
I don’t see any reason doomflayers shouldn’t be good against non AP cav. But obviously they need some cost effective counters both Melee and ranged, and even against their prey they shouldn’t be completely invulnerable to damage.
uuuh, they're chariots? Also, not all factions have AP cav, so how do you propose I kill a 72 speed unit with super tiny hitbox with for example High Elves?
Though even if cav is supposed to be the counter to chariots, doesnt mean much cheaper non ap cav should beat them, just like cav counters archers, yet sisters of Averlorn beat light cav in a fight. To a certain degree its acceptable.
But son't interprete this as me saying they are fine, I said multiple times that they are not.
Do I even need to do the Knights of the Blazing Sun and Empire Knights test. It's so obvious you sent Ikit forward to blob the AI and then wreck it with your death stack. What next? CA should balance around how LegendOfTotalWar plays?
Why would you not blob with the doom fleyers? AI doesnt blob.
You can apply the same logic to anything. These kind of tests only prove how **** the AI is
Replicate the results with gorebeast chariots, please
Please note that I had an extra gorebeast chariot....because they're CHEAPER as opposed to "the same price" as some people around here would lead you to believe. Ikit was on a Doom Flayer, and Khazrak was on a chariot too.
It's funny though, this thread reminds me to the good old days of World of Warcraft. Forums full of clueless people calling for NEEEEERFS to the left and right. Jezzails are very strong. Ratling Gunners are very strong but suck in bad terrain and sieges, Doom Flayers are decent and the only fast unit that Skaven have. But people want to take that away as well it seems. Looks like Skaven being F tier for two years was definitely not enough.
Gorebeasts chariots are in chaos roster. Take them and destroy Demis vs AI
You think that nerfing their weapon strength by nearly 50% on top of everything else will make them “balanced?” Seems like overkill.
This whole forum reads like “I lost to Skaven and Lizardmen the day new content is released please nerf!”
In tournament play neither faction has been completely dominant and have been stomped on by good players. They are stronger now yes, but they should be. Skaven were near bottom tier before the update and it was right for the added units to make them better and harder to play against.
Also many people claim that TT stats for units aren't closely followed for gameplay reasons or balance or something, but even if TT stats were more closely followed, the game would not only be more consistently balanced than this, but also it would be easier to handle while causing less power creep to new content. This unit wouldn't be this crazy, or Jezzails wouldn't have 300 range out of nowhere, Giants wouldn't be running slower than some naked dwarfs and so on..
You think that nerfing their weapon strength by nearly 50% on top of everything else will make them “balanced?” Seems like overkill.
This whole forum reads like “I lost to Skaven and Lizardmen the day new content is released please nerf!”
In tournament play neither faction has been completely dominant and have been stomped on by good players. They are stronger now yes, but they should be. Skaven were near bottom tier before the update and it was right for the added units to make them better and harder to play against.
Just so you are aware they have approximately 2x the WS of other chariots. Cutting the WS by 50% would put them around the heaviest AP chariots. They would still perform very well due to their armor and animations. Not sue what CA was thinking, but I wanted to clear that up for you / others
You think that nerfing their weapon strength by nearly 50% on top of everything else will make them “balanced?” Seems like overkill.
This whole forum reads like “I lost to Skaven and Lizardmen the day new content is released please nerf!”
In tournament play neither faction has been completely dominant and have been stomped on by good players. They are stronger now yes, but they should be. Skaven were near bottom tier before the update and it was right for the added units to make them better and harder to play against.
I played quite a lot on release day and a little later and quite often won against the skaven, but I am absolutely sure that they are too strong. Increase hit boxing at times and reduce speed is the MINIMUM that is required to be done.
They are so easily abused that it doesn’t even require a huge skill.
Passive ability is also superfluous. This unit, like a chariot unit, has no pronounced weaknesses, coupled with how the Skaven fraction on the release feels, this is an imbalance. Here you need to either pull up the rest of the faction or nerf rats.
In my opinion, ratlinguns also need to reduce the slowdown.
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7 · Disagree AgreeDeal?
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6 · Disagree Agree- Report
0 · Disagree AgreeThat said, don't most rosters have either AP ranged or AP cav/monsters? Those two should be allowed to be cost effective counters of these guys.
The unit is ridiculous. But I would not mind it having unique strengths for a chariot if it also had some weaknesses.
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4 · Disagree Agree- Report
1 · Disagree Agree- Report
0 · Disagree AgreeObviously thats not how this game works, but making them beasts in sustained combat is the opposite of what they are in the lore. They should have insane charge bonus and absolute garbage melee defence. They should have less MD than gyros imo. Homeboy riding on the back is literally unprotected.
- Report
1 · Disagree AgreePlease note that I had an extra gorebeast chariot....because they're CHEAPER as opposed to "the same price" as some people around here would lead you to believe. Ikit was on a Doom Flayer, and Khazrak was on a chariot too.
It's funny though, this thread reminds me to the good old days of World of Warcraft. Forums full of clueless people calling for NEEEEERFS to the left and right. Jezzails are very strong. Ratling Gunners are very strong but suck in bad terrain and sieges, Doom Flayers are decent and the only fast unit that Skaven have. But people want to take that away as well it seems. Looks like Skaven being F tier for two years was definitely not enough.
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0 · Disagree Agree- Report
1 · Disagree Agree- Report
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2 · Disagree Agree- Report
0 · Disagree AgreeBut son't interprete this as me saying they are fine, I said multiple times that they are not.
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0 · Disagree Agree- Report
0 · Disagree Agree- Report
0 · Disagree AgreeThis whole forum reads like “I lost to Skaven and Lizardmen the day new content is released please nerf!”
In tournament play neither faction has been completely dominant and have been stomped on by good players. They are stronger now yes, but they should be. Skaven were near bottom tier before the update and it was right for the added units to make them better and harder to play against.
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1 · Disagree Agree- Report
0 · Disagree Agree- Report
3 · Disagree AgreeIncrease hit boxing at times and reduce speed is the MINIMUM that is required to be done.
They are so easily abused that it doesn’t even require a huge skill.
Passive ability is also superfluous. This unit, like a chariot unit, has no pronounced weaknesses, coupled with how the Skaven fraction on the release feels, this is an imbalance.
Here you need to either pull up the rest of the faction or nerf rats.
In my opinion, ratlinguns also need to reduce the slowdown.
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0 · Disagree Agree