Khorne's battle mechanic revolves around killing the enemy. Each kill made by the Khorne army adds to his battle resource, which can be spent to fire off one of three army abilities. Additionally several Khorne units come with passive abilities that scale in intensity based on the number of kills made by that unit. So most of it revolves around killing.
What kind of abilities can we expect from Kostalyn?
She will have mount options, can't reveal them yet.
With new units like the Bloodthirster being added will there be additional options for controlling flying units (I.E manual toggle)?
Comes with four Patriarch hymms, one for Ursn, Salyak, Dazh, and Tor. Area effect support abilities, that heal, restore vigour, buff leadership, and buff melee attack. Additionally he has a host of passives that buff units around him when he is wounded, and other passives that make him exceedingly hard to kill.
Is the Elemental bear a unit and a summon too?
We are looking into it, but there are a fair share of problems to solve with it. So no definitive yes or no answer yet.
Does Khorne have something to compensate for lack of magic and ranged?
Yes! It's both
Will Kislev be completely landbound without flying units?
Extremely strong melee units plus spell resistance for all Khorne Daemons. Khorne will on average be one of the hardest hitting and elite factions in the game
What are the Legendary items/mounts of the LLs shown so far? Can you be more specific on how Skarbrand and Kostaltyn work?CA_James said:
Yep, no flying Polar bears here I'm afraid!
Katarin has Frost Fang and the Crystal Cloak. Former lets her case a bound ice explosion spell. Crystal Cloak protects with a ward save whenever she casts. Kastaltyn has the Brazier Mace of Ursun, which increases his weapon strength whenever he goes under 50% health. Skarbrand has Slaughter and Carnage, that increase his weapon strength with each kill during a battle. Skarbrand is a powerhouse, hits hard, heavy armour and spell resist, and is surprisingly fast. Kostaltyn is a support character whose powers get amplified when in melee, abilities get going when things get rough.
Does Katarin have anymore offensive spells?
At the moment it is an active ability with a limited duration (subject to change).
Any other magic types except Ice for Kislev
Katarin has three offensive spells. Ice Maiden's kiss comparable to Wind Blast but with freezing effect, Death Frost is like a slow acting short range double Spirit Leech. And Heart of Winter, strong AoE direct damage that slows and the effect gets stronger over time. Also bound Frost Fang explosion spell.
Is Katarin a hybrid spell list?
Lore of Tempest
Is Skarbrand's kill and get stronger ability like the Bloodletters? Where they get 80 kills and a small buff?
She is only a Lore of Ice caster.
How much Physical and Magical resist will Bloodcrusher/Bloodletters have?
Skarbrand uses scaling ability intensity, so his Slaughter and Carnage ability becomes progressively stronger and in a linear manner.
Is the Snow Leopard a unit or a summon.
20-25% but subject to change
Will Snow Leopards function more like stegadons but with more speed and less armor/health?
Will Flesh Hounds of Khorne have an anti-magic aura?
Stegagon are as far away from a Snow Leopard as a single entity can be. The Snow Leopards are fast moving, if squishy, single entities that can use their speed to hunt down vulnerable units like mages and horse archers.
No but they have significant spell resist, higher than you'd see on the Bloodletter.
Will you be changing the unit sizes and stats for the Bloodcrushers and Skullcrushers to fit their monstrous cavalry role? Being very strong elites and rare needs to have a price in low numbers."
The Blood Throne comes with a Totem of Endless Bloodletting aura, increasing the melee attack of units around the Blood Throne plus its Gorefeast ability allows it to heal while in melee.
What is Skarbrand's weapon strength?
Bloodcrushers and Skullcrushers have the entity count that works with their monstrous cavalry role, matching units like Demigryph Knights.
What would you say is the biggest weakness of Khorne's roster?
Over 600 (subject to change) and can go far higher thanks to abilities like Frenzy, Slaughter and Carnage etc.
From the way Kostaltyn was described, it seems you want him to be in the thick of the melee, and the more damage he deals, the more his units get buffed. Is that so?
The lack of magic is definitely a big disadvantage. You lose out on a fair share of adaptability due to it, but luckily Khorne units have the killing power to compensate.
How strong is Kislevite cavalry compared to cavalry units in game 1&2, like the Reiksguard and the Dragon Princes?
So optimal Kostaltyn play will revolve around getting him into the thick of melee with Tzar Guard or War Bear Riders on his sides, buffing them with his abilities. If the enemy tries to take Kostaltyn out, it fuels his passives further and Kostaltyn is also excellent at cheating death (he has a passive health regen that kicks in when he is close to death).
How do the Streltsy compare range-wise to Thunderers and Handgunners?
Winged Lancers are on par with Empire Knights (lighter and more offensive), Gryphon Legion are on par with Reiksguard (same deal). War Bear Riders are probably most comparable to a unit like Minotaurs (Great Weapons) rather than Monstrous Cavalry due to their entity size and number.
How do you make sure that each unit in the Khorne roster shines and there are no overlaps in their roles as its mostly a melee based roster?
On par with them, roughly.
That's definately a challenge. Luckily the Daemonic units and the mortal units have very different roles, with Daemons being hyper offensive and the mortals being offensive with staying power. Additionally, we've wanted to focus more on the daemons than the mortals with each of the rosters, so the Daemonic part of the roster is intended to be the dominant role with the mortals offering interesting support options filling out some of the roles that we needed to be filled for our gameplay vision.
Kislev's playstyle is mostly defensive, at least when fighting against factions that lack their firepower. Kislev excels when it gets to hold its ground and shoot at an enemy trying to close the distance, while being peppered by frostbite arrows and Ice Sheet slowing the advance down. Winged Lancers can shatter weakened enemy units with their charges, and once the lines have met the hybrid units can hold long enough for the hammer of the cavalry, and the war bears to hit the enemy. Against the likes of Empire, High Elves or Dwarfs, Kislev will have to pivot towards a more melee-focused approach, centering around the cavalry and the War Sleds.