I don't generally complain about unit imbalances in the game, because for the most part, the game is balanced relatively well. Most things that are a little op are generally avoidable too or you can work around them at the very least.
Regular goblins are too damn strong right now though. A goblin front line can absolutely melt standard empire troops because of all their buffs. 12 turns into the game and regular goblins are beating empire swordsmen in combat. Plus they have immunity to psychology thanks to the BOBB meaning they dont even run away anymore when they do lose combat.
Either the waagh buff needs to be tweaked and the massive +24 melee attack needs to be removed or goblins need their stats lowered to skavenslave levels. They're a low leadership chaff unit, not one unit armies.
Empire state troops probably need a small boost in power too. Base 30 armor and bronze shields just aren't cutting it anymore. They also have relatively few stat boosts in the Empire tech tree.
I play on very hard/normal so the ai isnt getting any extra stat boosts either.
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0 · Disagree AgreeThey are finally cheap enough with tech - but now *too* strong. The recent scrap and tech changes to orcs help, but goblins are still strong enough that they're just usually a better choice. Honestly they are too survivable. A front line of teched/scrapped/buffed gobbos under the right kind of lord can actually become pretty tanky. Pretty stabby, too. The AP scrap should probably be converted to anti-large scrap. The armor scrap gives something like +25 armor - that should honestly just be removed and replaced with something that makes more sense. Goblins do NOT run around wearing better gear than orcs. Even in goblin armies. Only the heroes and lords have the good stuff really.
Also, the Goblin/NightGoblin buff divide needs to go. Like... Goblin Tide for instance, v. the NGWB equivalent (I forget the name) is just hands down better than the NGWB one. Speaking of goblin tide - that should be like... the only armor buff gobbos can get outside of like... the chariot and cavalry scrap stuff. Just that +15.
But the whole of it needs some tweaking.
And Grom? Good lord. Grom is just flat out stupid OP. The AI doesn't seem to use any of that worth a damned but a player can just roll super goblins. I know Grom was made to new wh2 standards and all, and you wanted him to keep pace with the Skaven insanity, but... damn. Can you tone the power creep down across the board please? Battles have gotten a lot shorter recently because everything is just too damned killy. Most battles seem to be 5-7 minutes
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0 · Disagree Agreehttps://www.reddit.com/r/totalwar/comments/ha13ad/goblins_are_strong_as_hell/
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0 · Disagree AgreeEmpire as tech faction have one of the weakest tech tree in game, and Orc now have superior tech tree, and Lord buff...which is just stupid.
Dwarf need their runs from Thorek to be even close to fight Orc right now(DLC needed btw). Too much buff, lead to stupid things. Goblins should be mass, just like zombies, with right Lord and tactics, should work. But they shouldnt beast superior troops in frontline battles.
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0 · Disagree AgreeCampaign buffs of many sorts of way too strong, to the point of making the game feel pretty dumb.
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0 · Disagree AgreeCA failed big time with the last update, bugged to hell and very poorly balanced.
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0 · Disagree AgreeWhy the hell can't they release a product that isn't broken for a month or more after launch?
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0 · Disagree AgreeOther lords goblins aren't quite as good.
The problem we will always have, is whether the game should allow for goblins to be used end game for greenskins, which for me is a no.
The caveat however, is for Skarsnik and Grom, who's goblins should carry until end game.
I like it, if anything I would like to see a BvL night goblin buff on skarsnik, and maybe a little more night goblin line holding stat skill, then you would never need boring black orcs against chaos.
In short, we can either have powerful specialised troops per LL, or only stacks of black orcs and stone golem for every LL each time you play it.
Greenskins in great shape.
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2 · Disagree AgreeI also suggest you reread the Forum Terms & Conditions for commenting about other member posts.
https://forums.totalwar.com/discussion/172193/forum-terms-and-conditions#latest
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0 · Disagree AgreeThey just need toned down a little. They're currently too good.
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0 · Disagree AgreeJust look at all the sources buffs for any unit can come from:
1.Veterancy
2.Research
3.Lord Skills
4.Lord Traits
5.Items + Followers
6.Landmarks
7.Faction traits
If you got something like +3-5 points worth of buffs from all of these sources, you'd already have units working as if they're being permanently buffed by magic and that's frankly ridiculous. Viability of units should not come from low-tier units getting buffed into high tier units, but by scarcity. The point of Goblins is that they're dirt-cheap and numerous, not that they can eventually hit as hard as Chosen and Swordmasters.
It can be nailed down to the pacing of the game. Everything simply happens too fast. Research should be slowed down (since it does nothing but hand out buffs) and levelling should be tweaked to require more effort. Currently all character levels require equal XP and XP gain is tied to the type of victories you pull, which is pretty damn stupid since that's why sacking the same T1 settlement over and over again is the fastest way of levelling. XP thresholds should rise with level and XP gained from fighting should depend on what you've been fighting. So a depleted chaff stack should yield way less XP than a doomstack.
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0 · Disagree AgreeThe only other alternative is for every single Greenskin lord to go the Black Orc route. Wheres the fun?
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0 · Disagree Agreehttp://alphacentauri2.info/wiki/Upgrade_Cost
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