Daemon instability does 132-256 damage per second.
Crumbling does a whooping... 10-21 damage.
You can outheal crumbling with a 0.1% heal aura.
One of these things is not like the other.
This is a problem because almost all undead units now have stats or leadership comparable to mortals, which is resultig in horribly uninteractive games, particularly in domination mode.
We are seeing it be a particular issue with vampire counts and tomb kings, vampire coast are somewhat hampered by their reilance on weaker chaff undead and ranged units.
Vampire Counts in particular are so oppressive in domination mode that global bans were recently introduced so they don't get played at all in tournaments.
So if you like playing Vampire Counts, should probably hope this gets addressed soon. Otherwise they will just never see play except against cheese plays in mulitplayer.
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The damage is absolutely tiny and the leadership buffs recently were uncalled for. As you say they now have mortal leadership with no downside and an abundance of healing
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6 · Disagree 6AgreeNow it should probably go in a middle ground between the current crumbling and the daemonic version of crumbling.
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0 · Disagree AgreeWith TWW3 their leadership is ridiculously high and even if they should start crumbling it's barely even noticable, especially if the unit has regeneration.
As a minimum crumbling should deal a percentage of HP per second instead of a flat number, and it should be way more noticable than it is now.
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9 · Disagree 9AgreeGet on, Kroq-Gar, we're going shopping
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11 · Disagree 11Agree- Report
5 · 1Disagree 5AgreeThat is utterly damming
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1 · Disagree 1AgreeGive Vampires and Necros FAR greater universal leadership buffs, but greatly nerf the leadership values of all undead units to the point where they rely on their lords and heroes to exist.
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4 · 2Disagree 4Agree#givemoreunitsforbrettonia, my bret dlc
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0 · Disagree Agree- Report
0 · Disagree AgreeThen maybe indeed buff leadership auras (amount and/or radius). The issue I see however with blanket moves is that TK and VP don't seem to be at the level of VC, whatever game mode. TK at least could use higher leadership on its chaff cause lore, while VP could get some cost buffs.
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0 · Disagree AgreeBut blanket buff to LD of everything is way easier and lazier sure..
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0 · Disagree AgreeI think it's good to have some distinction between undead with fodder stats who crumble slowly, and daemons with elite stats that crumble fast - but the numbers for undead crumbling are just ridiculously low at the moment. The baseline crumble rate just needs to shoot up if they want to keep these stat buffs - you could multiply them by 6 and they'd still be crumbling only half as fast as daemons.
I would say a good conservative number to shoot for should be that a half health unit of zombies (i.e. one that's been beat up and abandoned to crumble out) should be gone in 1 minute. That's a long time in a battle, but means you'd have to multiply the current rate by 5.
Get on, Kroq-Gar, we're going shopping
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4 · Disagree 4AgreeFirst, crumbling actually did get a damage increase in the move from game 2 to game 3 (at least the in game numbers suggest it did). In game 2 every 1 second one entity would take 12 damage, whereas in game 3 one entity takes 21 damage every 1 second. This is clearly insufficient on live but crumbling did become about twice as impactful in the move across the games.
Daemonic instability on the other hand deals 66 damage to 4 entities per second which makes it substantially more impactful both in terms of direct damage dealt to an entity and in total damage dealt to the unit. 66 damage is substantially more likely to cause an entity to die outright. 21 is actually quite a bit more than most undead entities regenerate per second even at the 0.5% margin which would be about as high as you can stack passive effects but the way damage is distributed means it rarely impacts combat.
A zombie has 77 health per entity, so to fully regen the effect in a second we'd need around 27% regeneration per second, but with 160 models the chance of a single zombie being hit enough times to die without other damage sources is much less than 1%. Even with only 1 HP regeneration per second (.013% regeneration) the zombie will be fine nearly indefinitely, since crumbling takes ~10 minutes to destroy a zombie without a source of healing.
So, how do we fix this? Just increasing the crumbling damage is unlikely to work since short of killing a zombie (or other entity) in a single tick (~77 damage) we still need to roll the same zombie twice to have a meaningful impact on the unit, which is very unlikely. I think a better approach that also keeps crumbling and daemonic instability distinct would be to lower the damage dealt by a tick of crumbling and to massively expand the number of entities hit. Say, 1 damage per second to 160 entities (160 damage a second scaling down with entity count). You can scale the numbers a bit for performance but right now we seem to be struggling with multi-entity balance primarily. As suggested this would largely negate passive healing on multi-entity units.
Some potential problems:
This change hits the vampire counts the least out of any of the undead factions given that they have far more sources of passive healing. This can be partially controlled for through leadership values (which are already higher for the other undead factions) and access to ranged units but at base crumbling is already less of an issue for the counts than for the tomb kings and the coast because they have easier access to healing. Leadership nerfs for some units may be necessary though I'd hold off on those until after we see the effect of a nerf through crumbling damage increases does.
This change is a buff to SEM's and monstrous infantry since they have too few entities to take the current damage value of crumbling. I don't see this is a huge issue given currently we're struggling with multi-entity units being too durable primarily and the damage on crumbling was so small that SEM's didn't notice it anyway, but providing the SEM's and monstrous units with a different penalty more suited to their design might be prudent.
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0 · Disagree AgreeA tick to each model of something like 1-10 hp is tiny particularly with SEMs
Whereas each unit entity taking a % of damage would ensure it scales to monstrous infantry, cav and SEMs
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1 · Disagree 1AgreeGoing with a 1% value results in lords taking 40-50 damage per second, crypt Horrors taking 112 (~7 per entity) damage per second, blood knights taking ~72 damage per second (~1.2 per entity), and zombies take ~112 (~0.7 per entity).
I tend to think that's a bit low for the zombies and a bit high for the lords/blood knights at higher percentage values. Currently the issues with crumbling are primarily seen in cheap units who are now much more resilient. A flat damage value with a very high entity count better targets these cheaper units without undo impact on the pricier options.
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0 · Disagree AgreeAssuming you didn't have troops to spare, on Table Top, crumbling was hell on Lords.
Total War is a lot different in that your Lords and Heroes cannot rob Peter to pay Paul by sacrificing their zombies.
On the other hand, CA has implemented high leadership values for Lords and Heroes, so they should be fine. It's not like a vampire lord should be crumbling when some low leadership zombies are.
Removing the leadership buff to zombies is also good step. If zombies need more leadership, put it on corpse carts, mortis engines, and leaders etc. Similar to Bretonia Peasant and Grail Reliquary working together.
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0 · Disagree AgreeI do think the idea of a reverting the zombie leadership buff and placing that power on support units has merit, though given how VC armies currently look I'm not sure that would have much of a balance impact. Those support units are already present so usually this just makes zombie summons a bit easier to disintegrate which doesn't seem like enough.
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0 · Disagree Agree(Although I think there's grounds to be careful before trying to be too forgiving to undead elites - routing has a flat impact too after all)
Get on, Kroq-Gar, we're going shopping
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5 · Disagree 5Agree- Report
0 · Disagree Agree- Report
0 · Disagree Agree- Report
0 · Disagree Agree-95% disintegration damage
Top #3 Leaderboard on Warhammer Totalwar.
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0 · Disagree AgreeI'd also suggest that maybe reduce the base LD, but give them a LD buff from each friendly unit/hero in proximity up to a set limit.
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1 · Disagree 1Agree- Report
1 · Disagree 1AgreeI don't think we need to stack hero encouragement or leadership buffs though it would help if CA made encourage more meaningful for Lords and Heroes.
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0 · Disagree Agree- Report
0 · Disagree Agree