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.
Sigvald also costs 350 less base and is way more tanky with all around good stats, regen and never dropping armour due to vigour. With his base 100 LD he also makes many other supposedly brave lords look like cowards. Different rosters as well.
Sigvald also costs 350 less base and is way more tanky with all around good stats, regen and never dropping armour due to vigour. With his base 100 LD he also makes many other supposedly brave lords look like cowards. Different rosters as well.
Don't forget his pretty good abilities and being ItP on top of his 100 LD, and if I recall correctly, his regen is 8 HP PER SECOND. Sigvald is hilariously overpowered.
Perfect Vigour is an incredibly powerful ability that can seriously supercharge the performance of a unit. I'd much rather prefer if Strong Vigour was a thing and handed out to all pure melee lords as standard.
Sigvald also costs 350 less base and is way more tanky with all around good stats, regen and never dropping armour due to vigour. With his base 100 LD he also makes many other supposedly brave lords look like cowards. Different rosters as well.
Don't forget his pretty good abilities and being ItP on top of his 100 LD, and if I recall correctly, his regen is 8 HP PER SECOND. Sigvald is hilariously overpowered.
Perfect Vigour is an incredibly powerful ability that can seriously supercharge the performance of a unit. I'd much rather prefer if Strong Vigour was a thing and handed out to all pure melee lords as standard.
yeah pretty much. grimgor doesnt come close to touching Sigvald's level
yeah whithout going full perfect vigor, something both vigor-related and melee-related would be interesting and fit grimgor. Like an 'old grumblers' equivalent AoE, vigor regen that activates in melee. He is all tired and sad as he runs around after an elusive oponent, but gets notoriously happy the longer a brawl gets. And good to support a grindy core of black orcs.
yeah whithout going full perfect vigor, something both vigor-related and melee-related would be interesting and fit grimgor. Like an 'old grumblers' equivalent AoE, vigor regen that activates in melee. He is all tired and sad as he runs around after an elusive oponent, but gets notoriously happy the longer a brawl gets. And good to support a grindy core of black orcs.
he could get the rowdy trait like centigors; perfect vigour until leadership starts wavering. the explosion from his armor could be upgraded so he doesnt have any bad matchups.
I agree something needs to be done with Grimgor. They've tried and tried and tried, but he remains vulnerable to magic sniping (leech especially) and his MD is still low. Magic resistance and MD would help him a lot.
You could also give him charge defense against large so he doesn't get bullied by monsters as much.
He is slow and on foot, so he cannot be the lord smasher that he's supposed to be. No one's just going to run their lord into him. Therefore he should be a threat you simply cannot ignore, either because he causes terror, or he has enough splash damage to decimate your infantry, or he gives some buff to surrounding units in melee.
Right now he's a lot like Dwarf lords who are good in 1v1 in theory but they never get that 1v1.
I agree something needs to be done with Grimgor. They've tried and tried and tried, but he remains vulnerable to magic sniping (leech especially) and his MD is still low. Magic resistance and MD would help him a lot.
You could also give him charge defense against large so he doesn't get bullied by monsters as much.
He is slow and on foot, so he cannot be the lord smasher that he's supposed to be. No one's just going to run their lord into him. Therefore he should be a threat you simply cannot ignore, either because he causes terror, or he has enough splash damage to decimate your infantry, or he gives some buff to surrounding units in melee.
Right now he's a lot like Dwarf lords who are good in 1v1 in theory but they never get that 1v1.
He just chases forever without ever touching anybody I think he really needs some utility to synergize with inf heavy builds
I agree something needs to be done with Grimgor. They've tried and tried and tried, but he remains vulnerable to magic sniping (leech especially) and his MD is still low. Magic resistance and MD would help him a lot.
You could also give him charge defense against large so he doesn't get bullied by monsters as much.
He is slow and on foot, so he cannot be the lord smasher that he's supposed to be. No one's just going to run their lord into him. Therefore he should be a threat you simply cannot ignore, either because he causes terror, or he has enough splash damage to decimate your infantry, or he gives some buff to surrounding units in melee.
Right now he's a lot like Dwarf lords who are good in 1v1 in theory but they never get that 1v1.
He just chases forever without ever touching anybody I think he really needs some utility to synergize with inf heavy builds
He already has a stronger version of hunter of champions and comes on a roster with a million slows(goblin shaman and troll hag to name a few), if there is something he wants to kill he can catch it with help (or without if you time it well) and then he can kill it.
If anything just give him rabble rouser and be done with it. Then Grom can lose his ITP aoe.
He already has a stronger version of hunter of champions and comes on a roster with a million slows(goblin shaman and troll hag to name a few), if there is something he wants to kill he can catch it with help (or without if you time it well) and then he can kill it.
If anything just give him rabble rouser and be done with it. Then Grom can lose his ITP aoe.
These pseudo-dueling abilities that factually are just debuffs that can be exploited by the entire army are BS. In Troy there's a taunt ability that forces the affected unit into attacking the taunter, that's how these should work.
Bellow duel challenge, 40m range, challenger and affected unit can only attack each other, all other attack orders on either character are rescinded until the ability runs out.
He already has a stronger version of hunter of champions and comes on a roster with a million slows(goblin shaman and troll hag to name a few), if there is something he wants to kill he can catch it with help (or without if you time it well) and then he can kill it.
If anything just give him rabble rouser and be done with it. Then Grom can lose his ITP aoe.
These pseudo-dueling abilities that factually are just debuffs that can be exploited by the entire army are BS. In Troy there's a taunt ability that forces the affected unit into attacking the taunter, that's how these should work.
Bellow duel challenge, 40m range, affected unit can only attack challenger, all other attack orders on either character are rescinded until the ability runs out.
So you're saying it's too strong and that only grimgor should be able to benefit from it.
What you're suggesting is basically fermented fungi where you force an enemy to attack the nearest thing. No one wants more rampage abilities
He already has a stronger version of hunter of champions and comes on a roster with a million slows(goblin shaman and troll hag to name a few), if there is something he wants to kill he can catch it with help (or without if you time it well) and then he can kill it.
If anything just give him rabble rouser and be done with it. Then Grom can lose his ITP aoe.
He already has a stronger version of hunter of champions and comes on a roster with a million slows(goblin shaman and troll hag to name a few), if there is something he wants to kill he can catch it with help (or without if you time it well) and then he can kill it.
If anything just give him rabble rouser and be done with it. Then Grom can lose his ITP aoe.
These pseudo-dueling abilities that factually are just debuffs that can be exploited by the entire army are BS. In Troy there's a taunt ability that forces the affected unit into attacking the taunter, that's how these should work.
Bellow duel challenge, 40m range, affected unit can only attack challenger, all other attack orders on either character are rescinded until the ability runs out.
So you're saying it's too strong and that only grimgor should be able to benefit from it.
What you're suggesting is basically fermented fungi where you force an enemy to attack the nearest thing. No one wants more rampage abilities
No, if you had played TROY (assuming you haven't) you would know that this is far more personal than rampage. Not sure, but duelists are generally left alone by surrounding combatants although the surrounding units may provide some buff support or moral support (not totally sure), but both units are affected by melee attack moving to the other not just the enemy. Also, I am not sure if the units receive missile resistance while under the effect, but the idea is a man to man fight. One thing I will say that I don't like in TROY is that your buffs become inaccessible while you are dueling which feels bad if you are caught with your buffs down. However, Shiro clearly said that both targets auto melee one another and ignore other movement orders (any order that interferes with the duel), so I would say he recognizes this is something to be improved from TROY as it currently works.
Honestly, I very much expect this ability in Warhammer 3 because dueling champions is a big part of Korne's schitk and hopefully we see it available for the entire old world and Skaven (some or all characters) should get a power to cancel duels 'cast' on them without fleeing but any other hero should only be able to flee (moral break) from a duel.
Maybe Skaven challenge canceling could be put on cool down so you can overwhelm the challenge override since this Skaven ability is anti-fun and on TT put the Skaven hero out of combat, so had some benefits to the opposition.
He already has a stronger version of hunter of champions and comes on a roster with a million slows(goblin shaman and troll hag to name a few), if there is something he wants to kill he can catch it with help (or without if you time it well) and then he can kill it.
If anything just give him rabble rouser and be done with it. Then Grom can lose his ITP aoe.
These pseudo-dueling abilities that factually are just debuffs that can be exploited by the entire army are BS. In Troy there's a taunt ability that forces the affected unit into attacking the taunter, that's how these should work.
Bellow duel challenge, 40m range, affected unit can only attack challenger, all other attack orders on either character are rescinded until the ability runs out.
So you're saying it's too strong and that only grimgor should be able to benefit from it.
What you're suggesting is basically fermented fungi where you force an enemy to attack the nearest thing. No one wants more rampage abilities
No, if you had played TROY (assuming you haven't) you would know that this is far more personal than rampage. Not sure, but duelists are generally left alone by surrounding combatants although the surrounding units may provide some buff support or moral support (not totally sure), but both units are affected by melee attack moving to the other not just the enemy. Also, I am not sure if the units receive missile resistance while under the effect, but the idea is a man to man fight. One thing I will say that I don't like in TROY is that your buffs become inaccessible while you are dueling which feels bad if you are caught with your buffs down. However, Shiro clearly said that both targets auto melee one another and ignore other movement orders (any order that interferes with the duel), so I would say he recognizes this is something to be improved from TROY as it currently works.
Honestly, I very much expect this ability in Warhammer 3 because dueling champions is a big part of Korne's schitk and hopefully we see it available for the entire old world and Skaven (some or all characters) should get a power to cancel duels 'cast' on them without fleeing but any other hero should only be able to flee (moral break) from a duel. Maybe Skaven challenge canceling could be put on cool down so you can overwhelm the challenge override since this skaven ability is anti-fun and on TT put the Skaven hero out of combat.
not true, grimgor ability + either mither or shamans spell combo is essentially a net so if you time it properly you should have no issues catching his target.
this troy duelling system sounds like a really terrible mechanic in warhammer. Can these duels be refused? for example, if grimgor "challenged" a caster near him i guess the caster just dies right. sounds pretty bad to me. Pretty sure CA is smart enough to avoid such mechanics in warhammer.
Comments
- Report
1 · Disagree AgreePerfect Vigour is an incredibly powerful ability that can seriously supercharge the performance of a unit. I'd much rather prefer if Strong Vigour was a thing and handed out to all pure melee lords as standard.
- Report
0 · Disagree Agree- Report
0 · Disagree Agree- Report
0 · Disagree Agree- Report
0 · Disagree AgreeYou could also give him charge defense against large so he doesn't get bullied by monsters as much.
He is slow and on foot, so he cannot be the lord smasher that he's supposed to be. No one's just going to run their lord into him. Therefore he should be a threat you simply cannot ignore, either because he causes terror, or he has enough splash damage to decimate your infantry, or he gives some buff to surrounding units in melee.
Right now he's a lot like Dwarf lords who are good in 1v1 in theory but they never get that 1v1.
TheViKingTW - Youtube
Viking Helm of Discord
- Report
2 · Disagree Agree- Report
1 · Disagree AgreeI think he really needs some utility to synergize with inf heavy builds
- Report
0 · Disagree Agree- Report
1 · Disagree AgreeMake him a bigger threat to the front line so you need to deal with it or regret later or give aoe ITP and take it away from Grom.
- Report
2 · Disagree Agree- Report
0 · Disagree AgreeIf anything just give him rabble rouser and be done with it. Then Grom can lose his ITP aoe.
- Report
3 · Disagree 1AgreeBellow duel challenge, 40m range, challenger and affected unit can only attack each other, all other attack orders on either character are rescinded until the ability runs out.
- Report
0 · Disagree AgreeWhat you're suggesting is basically fermented fungi where you force an enemy to attack the nearest thing. No one wants more rampage abilities
- Report
3 · Disagree 1AgreeMake him a bigger threat to the front line so you need to deal with it or regret later or give aoe ITP and take it away from Grom.
- Report
1 · Disagree Agree- Report
0 · Disagree AgreeHonestly, I very much expect this ability in Warhammer 3 because dueling champions is a big part of Korne's schitk and hopefully we see it available for the entire old world and Skaven (some or all characters) should get a power to cancel duels 'cast' on them without fleeing but any other hero should only be able to flee (moral break) from a duel.
Maybe Skaven challenge canceling could be put on cool down so you can overwhelm the challenge override since this Skaven ability is anti-fun and on TT put the Skaven hero out of combat, so had some benefits to the opposition.
- Report
0 · Disagree Agreethis troy duelling system sounds like a really terrible mechanic in warhammer. Can these duels be refused? for example, if grimgor "challenged" a caster near him i guess the caster just dies right. sounds pretty bad to me. Pretty sure CA is smart enough to avoid such mechanics in warhammer.
- Report
2 · Disagree Agree- Report
0 · Disagree Agree@ShiroAmakusa75 @Loupi_
- Report
1 · Disagree AgreeMore speed is always an advantage over low speed if all else is the same.
but its the same as having more hp or other stats than having low hp or crappy melee stats.
- Report
0 · Disagree Agree- Report
4 · Disagree Agree