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If this "God Button" can be explained from a lore perspective, why not? But they did not and I don't like it because a faction shouldn't be able to summon from nowhere if they don't master dark powers like the undead, they shouldn't be able to build barricades in 2 microseconds, they shouldn't be able to heal if they don't control the lore of life, and most importantly, no forces from the mortal realm should be able to summon all of these defenses in the realm of Chaos itself.
As I said, they never explained how this kind of thing could be possible, so I strongly reject it as it is presented now.
If this "God Button" can be explained from a lore perspective, why not? But they did not and I don't like it because a faction shouldn't be able to summon from nowhere if they don't master dark powers like the undead, they shouldn't be able to build barricades in 2 microseconds, they shouldn't be able to heal if they don't control the lore of life, and most importantly, no forces from the mortal realm should be able to summon all of these defenses in the realm of Chaos itself.
As I said, they never explained how this kind of thing could be possible, so I strongly reject it as it is presented now.
Actually, reinforcement is the only one making sense. There could be a portal allowing units to move from normal realm to chaos realm. That's the healing and insta build which make little sense
I think my preference or thoughts are that deployables are fair game in the deployment phase.
I'm not a fan of mid-battle building. The survival battles might be the exception. I am not a fan of the battle pacing for the series. Adding more micro without making adjustments elsewhere does not make me very excited.
That is my biggest issue with it—the impact on the already way too fast pacing of battles. I am actually part of the small percentage that plays the battles, so it's a critical piece for me (I still hope it will be addressed).
I will say, when possible, buildable structures should be already erected, and they become under your control similar to towers in sieges.
It allows for a lot of strategic maneuverability. You can easily retreat a position and construct a new defensive spot as you are being over run adding more tactics than before.
If it’s in a realm without physical rules then yes it’s fine.
Yeah. If every there was a place to will a siege tower or barricade into existence, it would be in a realm of pure thought. This actually checks out for me.
Also another way to handle this would be a special Stance for it. Encampment for example, that you get the chance to place structures in the deployment phase when getting attacked while in that stance.
Mid regular battle no. Survival yes. Siege during deployment yes.
I would like it personally more if those mid survival battle structures have to be build by units, as in, they have to transport stuff for it to the place you wanna build it. Like A battering ram type of thing, so you have to protect it till it reaches that point, then gets build up, and then you can use it. This "no unit nowhere near and magically a tower appears" approach is just... it feels wrong on so many levels
The greatest offense here is that there is actually a groundwork for magic being stronger than what is normally shown, just not the way CA made it.
That is, during Storms of Magic. And since these battles are taking place where magic has the strongest hold, there is some groundwork for magic doing things it doesn't normally.
The issue is, the costs of using it, in case of miscasts, are also much greater than just a wizard getting themselves hurt. And it overall relies on using special artifacts and structures called Arcane Fulcrums to allow the spellcasters to better control the tempests and thus not being able to cast these spells without them. Yet, they don't appear in the game at all. And of course, it only allows the wizard's own lore of magic to be expanded, not for them to suddenly do whatever they please like healing, summoning, creating structures etc. as if all magic suddenly becomes a big blend of a little bit of everything. Like, say, Lore of Death gained more damage oriented spells, but you don't get healing out of nowhere.
So yeah, this is a gamey gimmick that CA implemented here, rather than something that would make sense. Which is a shame as there is a nice groundwork for scenarios where magic becomes much more volatile.
Furthermore, I consider that Daemon Prince must be removed.
almost like summoning magic and units out of no where right? schmuck
Summoning Towers and Barricades?
What is the point of building them before battle starts if you can summon them in an instant right away whenever you want?
So the settlement walls shall also be summon-able?
What lore allows you summon tower and barricade?
Well, you can only do this on the special maps in the Chaos Realm, so I suppose the lore that permits this would be that it’s a realm of pure magic.
So far. But plenty of dev comments hint that at least SOME parts of Survival mode will end up in the siege rework, and they have straight up said Quest Battles too.
almost like summoning magic and units out of no where right? schmuck
Summoning Towers and Barricades?
What is the point of building them before battle starts if you can summon them in an instant right away whenever you want?
So the settlement walls shall also be summon-able?
What lore allows you summon tower and barricade?
you can summon monsters, ships and units and you're butthurt over something you dont even have to use?
Yes, because it's not a thing that can happen in Warhammer even with a wizard there.
Explain to me how an Empire wizard of Life would be able to summon a tower full of archers while in Altdorf? Give me a decent explanation of that and I'll admit I'm wrong to think it's world breaking.
I don't see why everybody's handwaving it away as magic- I'm pretty sure they're just building it. The animations just don't show the builders due to convenience.
Remember: there's no reason to get angry on the forums. Be polite and respectful towards other people's opinions, even if you disagree.
I don't see why everybody's handwaving it away as magic- I'm pretty sure they're just building it. The animations just don't show the builders due to convenience.
Invisible builders building a barricade in 3 seconds to stop heavy cavalry? Bit of a stretch don’t you think?
I don't see why everybody's handwaving it away as magic- I'm pretty sure they're just building it. The animations just don't show the builders due to convenience.
Because building it from nothing, in the middle of hostile territory, in a way that makes them look like they belong to the god that's in control of that territory, is senseless.
But neither does magic make sense, even in highly saturated areas of magic like the north.
Furthermore, I consider that Daemon Prince must be removed.
While I like it; major settlements should still have strong walls and have these new abilities to make them even more formidable and defending a lot more fun for attack also.
"Surrender and serve me in life, or die and slave for me in death." - Vlad von Carstein Kislev - from darkness to light.19/3
almost like summoning magic and units out of no where right? schmuck
Summoning Towers and Barricades?
What is the point of building them before battle starts if you can summon them in an instant right away whenever you want?
So the settlement walls shall also be summon-able?
What lore allows you summon tower and barricade?
you can summon monsters, ships and units and you're butthurt over something you dont even have to use?
Yes, because it's not a thing that can happen in Warhammer even with a wizard there.
Explain to me how an Empire wizard of Life would be able to summon a tower full of archers while in Altdorf? Give me a decent explanation of that and I'll admit I'm wrong to think it's world breaking.
katarin can summon a massive ice bear and you're upset about towers and barricades... you're really being butthurt over nothing
almost like summoning magic and units out of no where right? schmuck
Summoning Towers and Barricades?
What is the point of building them before battle starts if you can summon them in an instant right away whenever you want?
So the settlement walls shall also be summon-able?
What lore allows you summon tower and barricade?
you can summon monsters, ships and units and you're butthurt over something you dont even have to use?
Yes, because it's not a thing that can happen in Warhammer even with a wizard there.
Explain to me how an Empire wizard of Life would be able to summon a tower full of archers while in Altdorf? Give me a decent explanation of that and I'll admit I'm wrong to think it's world breaking.
katarin can summon a massive ice bear and you're upset about towers and barricades... you're really being butthurt over nothing
There's no standard magic that allows such a maneuver. Even in a Storm of Magic scenario. Only some sort of elaborate ritual like what Noctilus did could do that. Most that occurs in Storm of Magic is unit teleportation. And even then, it still requires the use of Arcane Fulcrums.
Besides, magic is dependent on what lore of magic is being used. I doubt that every single race would suddenly have teleportation magic on the scale depicted here. And Kislev, particularly, doesn't have such magic.
But I think it would be most egregious for races that don't utilize magic at all. Like the Dwarfs and Khorne.
Furthermore, I consider that Daemon Prince must be removed.
Comments
During battle set up phase.
Or even mid game, if takes some times to raise, and maybe a specialized unit to to that.
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2 · Disagree 2AgreeAs I said, they never explained how this kind of thing could be possible, so I strongly reject it as it is presented now.
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1 · Disagree 1AgreeWhy would I care either way?
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0 · Disagree Agree- Report
0 · Disagree Agree- Report
1 · 1Disagree 1Agree- Report
0 · Disagree AgreeI'm not a fan of mid-battle building. The survival battles might be the exception. I am not a fan of the battle pacing for the series. Adding more micro without making adjustments elsewhere does not make me very excited.
That is my biggest issue with it—the impact on the already way too fast pacing of battles. I am actually part of the small percentage that plays the battles, so it's a critical piece for me (I still hope it will be addressed).
I will say, when possible, buildable structures should be already erected, and they become under your control similar to towers in sieges.
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0 · Disagree Agree- Report
0 · Disagree Agree- Report
2 · Disagree 2Agree- Report
0 · Disagree Agree- Report
1 · Disagree 1Agree- Report
0 · 1Disagree Agree- Report
0 · 1Disagree AgreeI would like, if same "sappers" units can build barricades during ("in the middle of") battle
But especially (heavy machine gun) towers - I do not like it; looks like it turns battle in to "tower defense" game
Edit: but in special survival battles can be fine,
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0 · Disagree Agree- Report
1 · Disagree 1AgreeEncampment for example, that you get the chance to place structures in the deployment phase when getting attacked while in that stance.
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1 · 1Disagree 1Agree- Report
0 · Disagree AgreeLike A battering ram type of thing, so you have to protect it till it reaches that point, then gets build up, and then you can use it.
This "no unit nowhere near and magically a tower appears" approach is just... it feels wrong on so many levels
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1 · Disagree 1AgreeWhat is the point of building them before battle starts if you can summon them in an instant right away whenever you want?
So the settlement walls shall also be summon-able?
What lore allows you summon tower and barricade?
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0 · Disagree AgreeThat is, during Storms of Magic. And since these battles are taking place where magic has the strongest hold, there is some groundwork for magic doing things it doesn't normally.
The issue is, the costs of using it, in case of miscasts, are also much greater than just a wizard getting themselves hurt. And it overall relies on using special artifacts and structures called Arcane Fulcrums to allow the spellcasters to better control the tempests and thus not being able to cast these spells without them. Yet, they don't appear in the game at all. And of course, it only allows the wizard's own lore of magic to be expanded, not for them to suddenly do whatever they please like healing, summoning, creating structures etc. as if all magic suddenly becomes a big blend of a little bit of everything. Like, say, Lore of Death gained more damage oriented spells, but you don't get healing out of nowhere.
So yeah, this is a gamey gimmick that CA implemented here, rather than something that would make sense. Which is a shame as there is a nice groundwork for scenarios where magic becomes much more volatile.
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0 · 1Disagree Agree- Report
0 · Disagree Agree- Report
0 · Disagree Agree- Report
0 · Disagree AgreeExplain to me how an Empire wizard of Life would be able to summon a tower full of archers while in Altdorf? Give me a decent explanation of that and I'll admit I'm wrong to think it's world breaking.
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0 · Disagree AgreeLet Slip the Dogs of War - A fanmade Campaign Pack concept
https://forums.totalwar.com/discussion/303462/let-loose-the-dogs-of-war-a-fanmade-campaign-pack-concept
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0 · Disagree Agree- Report
0 · Disagree AgreeBut neither does magic make sense, even in highly saturated areas of magic like the north.
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1 · Disagree 1Agree"Surrender and serve me in life, or die and slave for me in death." - Vlad von Carstein
Kislev - from darkness to light.19/3
My steam workshop - mods.
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1 · Disagree 1Agree- Report
0 · 1Disagree AgreeBesides, magic is dependent on what lore of magic is being used. I doubt that every single race would suddenly have teleportation magic on the scale depicted here. And Kislev, particularly, doesn't have such magic.
But I think it would be most egregious for races that don't utilize magic at all. Like the Dwarfs and Khorne.
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1 · Disagree 1Agree