To bring skaven up t a very high standard CA can:
- add some free new units/lords/heroes etc.
- fix the UI settlements tab to include skaven undercities as ell as over ground settlements.
- Make queek and particularly tretch better in campaign via new traits/campaign wide perks/items.
- possibly add a unique undercity building for each faction to increase faction distinctiveness (better ones for weaker factions, weak ones for strong factions like Skyre). This would also bring them into line with clan Pestilens who got the new pox couldren in udercities not long ago.
- Re-examine plagues and AI usage of plagues again as they are a bit on the weak side. This would help out pestilens who are now nearly always destroyed early on by Itza nasty lizard things.
- Bearing in mind that with Skaven as with all factions some units are useful and some are not very useful, i.e do not help you win battles as much:
Rebalence some units to nerf them (e.g artillery nerf, possible nerf to jezails, ratling gunners, ikkits warp grinders which are super OP). To compensate for this make other units stronger. My list would include: gutter runners (crap), stormvermin (not worth it unless playing as Queek), night runners (also a bit crap), poison globe mortars and poison wind globes (usually outperformed by artillery by a long shot. A bit redunant compared to plague claw catapults).
- Enable night runners/gutter runners to quickly climb walls in cities. Add an animation for this. Or possibly start inside city walls to enable settlement capture.
- Add W/L cannons to ikkits workshop as intended by Devs.
- even consider adding battles underground in or around undercities.
- General rework to the underway mechanics for all relevant factions incl skaven/WE.
So there's a lot that CA COULD do, the question is what will they actually do bearing in mind that the skaven would be the minor party in this DLC?
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2 · Disagree AgreeAs for the OP
-Why? Skaven already have four hero choices that is enough for the moment
-Switching between them works well enough
-They are viable just not as strong as the other three due to the fact that they are more mundane, a slight change to their traits would be all that is needed
-Only Rictus and Mors are missing a specific undercity building
-Plagues are annoying to deal with and when skaven get them off they can be pretty impactful cause the other AI's can't handle it
-Balance changes will come but the hole campaign balance is towards monsters and ranged units.
-Could be done
-Sure
-Not sure how those would work out
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0 · Disagree AgreeIf were to bet that would get a mechanci similar to either groms cauldron or ikit workshop to practice molder flesh crafting, and probably a another mehanic based on clan eshin stuff.
And as stated on my previous comment i suggest re reading blog post you would see they are saying metric ton of stiff for WE. They wouldn't so boldly claim such stuff unless most of the budget has been allocated to asarai.
#givemoreunitsforbrettonia, my bret dlc
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0 · Disagree AgreeA. Clan Mors shouldn't have Loyalty. In the lore, Clan Mors is known as the clan of remarkably loyal members. Queek's dislike of Grey Seers could be done in another way than loyalty. Mors troops should also be better, all of them, and not just Clanrats. Their Stromvermin should be a force to be reckoned with. Their traits that are normally gained from loyalty dilemmas, should be acquired in a different way.
B. Rictus should get free Skavenslaves. They are known in lore as the largest warlord clan by a large margin, their numbers should reflect that. They should also get cheaper Stormvermin. I'd actually like this to be removed from Queek, and given to Rictus as a faction. Queek should get very elite Stormvermin but Tretch would get them cheaper.
C. Rework the skaven recruit traits. Sharp Claws and Sharp Teeth are so bad they are just inferior versions of regular traits. The only good one is Warpstone Hoarder.
Give the skaven traits that are based on the clans, and the Grey Seers.
Warpstone Hoarder, for example, would be changed to Skryre Scientist that reduces upkeep of Weapons Teams, Doomwheels, Doomflayers and Warp-Lighting Cannons by 10%. The trait would only be available on Warlock Engineers and Warlock Masters. Warlords could give buffs to melee units, like the Mors Training trait, that would give +5 MA/MD/LDS to Clanrats, Death Runners, Eshin Triads, Plague Monk units and Stormvermin.
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0 · Disagree AgreeLINK
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0 · Disagree AgreeThey have already said as much, that won't happen if they get the short end of the stick.
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0 · Disagree AgreeNot saying it's a bad thing after all they needed LLs and mechanic updates, but as for units not a whole lot interesting to sell, but we'll see.
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1 · Disagree AgreeI see them giving the WE a few easy units and giving the lions share to Moulder.
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1 · Disagree AgreeIf the Skaven have more units but the WE are fun to play.. who cares? It’ll sell well and that’s a win.
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0 · Disagree Agree#givemoreunitsforbrettonia, my bret dlc
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1 · Disagree AgreeOh and there is chimra rat mod.
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1 · Disagree AgreeI am almost ceratin a daemon unit will have the skeleton for verminlord though.
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0 · Disagree AgreeNow, before anyone argues.. but those are supplements or 6th edition.. true.. but imagine where we will need to go to get new WE units.
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1 · Disagree AgreeLike brood horror and behemoth.
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0 · Disagree AgreeYes that one would need a new wire frame.
And i think there is a animated normal rat wire frame already in game. Just like pump wagon assets were in game kind of.
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0 · Disagree Agree#givemoreunitsforbrettonia, my bret dlc
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0 · Disagree AgreeWeak how? Plagues can be hugely annoying with no counter play. Neutering your main army for many turns no matter what you do.
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