Volkmar is among the oldest Legendary Lords in the game and it shows. Since I put forth suggestions for Helman Ghorst
https://forums.totalwar.com/discussion/283161/campaign-balance-helman-ghorst#latest,
it is fair that I do so for Volkmar /the Empire side of the "Grim and the Grave".
General problem is an unhealthy
fetish focus on flagellants
Faction effects (Volkmar)+20% magical item drop chance is good as it is.
+30% Weapon strength for flagellants.... not good, flagellants are not exactly a staple in campaign and making them into supersoldiers, who can do anthing is not exactly better.
I´d suggest giving the "faiths bastion" ability to Huntsmen General, General of the Empire and Empire captain instead. +2 recruitment rank for warrior priests..... it´s an "ok" skill, nothing special
so´d suggest instead giving the Volkmar faction bonus public order (maybe up to +5) from % untainted, basically a mirror to the Vampire Counts race ability.
That would give the play at least an incentive to rout out corruption.
-30% upkeep for flagellantsnot good because you rarely use flagellants and it gives you no combo options.
so I´d suggest
reducing it to 20% and making reduced upkeep for flagellants, free company and Empire Knights(including the Electorial state troops)/ Knights of the blazing sun (for the crusader vibes)Lord effects (Volkmar)+30% replenishment ratenot good, as flagellants are a niche unit you cannot recruit until much later in the campaign. So I´d suggest
make it affect free company and melee state troops (Swordsmen, Spearmen/shields, halberdiers) aswell. These units usually take the heaviest casualties and this way they can stay viable throughout the campaign.+ 14 attack and 12% physical resistance for flagellants is "ok"
The 3 unique skills for arch lector and VolkmarBlessed holy warShould apply to all units in the army
War eternalShould give all embedded units of the army "strength of the penitent", additionally to the 30% charge bonus for flagellants.
The Work of godShould be nerfed to 20% and apply to all units embedded into the army, making it more useful in general.
These changes would make the lectors /Volkmar a lot better in in terms of distinctiveness and effectiveness.
What do you think?
Comments
first flagellants arent balanced for campaign, they and other 0 armor unbreakable units are decent in quickbattle but take way too many casualties to be worth it in campaign. the bonus ungrim gives is a good way of handling it and should be a general thing for all. such units. barring that the bonus needs to be bigger to make flagellant armies useful, especially the upkeep since you'll be buying new units all the time
Second infantry is boring to play and just 1 unit is boring as well. Skarsnik is probably the lord that does this kind of thing best (him and drycha i guess) and the bonus is for a bunch of units not just 1. At the very least there needs to be one more unit getting a bonus, maybe a smaller bonus or one capped like an ROR unit that can be recruited a few units for each army, preferably a ranged unit or maybe a chariot of some sort, either that or steam tank or luminark, but neither really fits the lore, altho steam tank might if you stretch it a little, something like a ROR/campaign only steamtank for every 5 flagellants with same bonuses as flagellants. still not quite a fun army but at least better than infantry only
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1 · Disagree AgreeThen give him his own god DamN Faction to lead already and make the variants exclusive his Faction
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0 · Disagree Agree+30% Weapon strength for flagellants....
not good, flagellants are not exactly a staple in campaign and making them into supersoldiers, who can do anthing is not exactly better.
I believe that the +20% magic item drop chance should be reduced. It provides too much utility in the mid-and late game. Remember that it ensures that you collect items as well as followers. The high drop rate makes it very likely that you acquire the purple and blue items which have a major impact on your combat performance. Maybe the bonus could be reduced to +15% instead?
I think that the +30% weapon strength is okay. It provides damage increase to a unit that already performs very well versus vampires, skaven and other races that depend on low-armour troops.
I haven't made up my mind about your other suggestions yet, so I'll leave it at that.
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