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Dawi have been hit too hard by the IE changes

cersbsb#2301cersbsb#2301 Registered Users Posts: 95
u/Crazed_Archivist made a post regarding this on reddit, and I think it definitely needs to be seen by CA so here are his points:


"1 - You can not stack banner runes on the lords anymore:
In WH2 your lord can hold 3 runes of burning if he so desires and have 3 grudge throwers with explosive ammo. This meant that you could have fun to use powerfull armies with extra spice from runes.
In WH3 you cannot stack army runes anymore, you may only equip one type of banner rune per army.
This is necessary to give the Dwarfs a much needed anti-chaff artillery to deal with enemy blobs like giving runes of penetration to Organ Guns or Burning to Flame Cannon (for the +1 explosion radius)

2 - The lower hero cap lowers the possibility of buff stacking that the dawi needs.

The Dawi revolve around stacking small buffs to bump up the stats of their expensive and small armies. In WH2 the Tier 2 Engineer Guild gave you +2 ME capacity.
WH3 even at Tier 3 the Engineer Guild only gives you +1 ME.

3 - The Book of Grudges severity is crazy.

Play ANY Dwarf campaing and by turn 10 your Grudge severity bar will be completly full no matter what you do.
This is specially bad for Thorgrim and Thorek.

4 - The Garrisons SUCK

Dwarfs can only field 1-2 armies at max in early game, meaning that garrison buildings are crucial to protect your settlements, specially with Orc and Skaven being the primary enemies that can use the underway.
In WH2 your garrisons had Thanes and artillery and thunderers. Now in WH3 they barely provide enough units to hold the choke points

5 - Dwarf Artillery is under performing

Flame Cannons should behave more like long range Irondrakes to help with anti-chaff. Currently they are slightly better than a grudge thrower but with 4x the requirements and cost.
Organ Guns need more projectiles per shot or more penetration"



I would personally like to add to point 5 that Artillery underperforming likely has to do with the AI being way too proficient at dodging artillery shots and spells in IE. Dwarfs rely heavily on their Artillery to whittle down enemies on the approach, but in IE the enemy can magically predict every shot and dodge it perfectly.

Comments

  • damon40000#7640damon40000#7640 Registered Users Posts: 1,866
    all true
    BsFG dwarf
  • CaptaincalgarCaptaincalgar Member Registered Users Posts: 89
    um i found dwarves to be the hardest race in the game to fight, some weaknesses is perfectly fine.
    -"We make war that we may live in peace." -aristotle
  • cersbsb#2301cersbsb#2301 Registered Users Posts: 95

    um i found dwarves to be the hardest race in the game to fight, some weaknesses is perfectly fine.

    Hard to fight on the battlefield is not the same as strong or fun to play as on the campaign or even battlefield. Those things don't correlate. How do them being a tough opponent legitimize their Grudges being bugged or their armies being less customizable than in WH2?
  • Dezpo#6801Dezpo#6801 Registered Users Posts: 65
    cersbsb said:

    u/Crazed_Archivist made a post regarding this on reddit, and I think it definitely needs to be seen by CA so here are his points:


    "1 - You can not stack banner runes on the lords anymore:
    In WH2 your lord can hold 3 runes of burning if he so desires and have 3 grudge throwers with explosive ammo. This meant that you could have fun to use powerfull armies with extra spice from runes.
    In WH3 you cannot stack army runes anymore, you may only equip one type of banner rune per army.
    This is necessary to give the Dwarfs a much needed anti-chaff artillery to deal with enemy blobs like giving runes of penetration to Organ Guns or Burning to Flame Cannon (for the +1 explosion radius)

    Im agree with that, I liked to make themed army with banners

    For exemple I would put banner of swifteness (6x) to an army specialist in cavalery
    Or I would put 4x banner of eternal flame with a fire sorcerer (with the passif that add fire bonus damage when casting) to another army etc...

    Now you can't , its stupid, I tried to look for a Mod, but still none :(

  • Guttrench#8929Guttrench#8929 Registered Users Posts: 115
    I posted on the IE campaign feedback about this as well as a few others. Hopefully we will see this change reverted or it will be fixed as a unintended change. I also took some feedback from other dwarf players to bring up some of the faction strength.
  • mightygloin#2446mightygloin#2446 Karaz-a-KarakRegistered Users Posts: 6,123
    edited September 10
    I've accumulated insane grudges with Thorgrim, but liking the slightly increased challlenge. Would be neat if his reworked "High King" ability also affected himself so he can satisfy grudges even better >:)

    Garrisons do seem small for every race though, and some maps are huge. It's like they want you to defend everything with them popping up towers.
  • steam_164509126551KnLSE9Asteam_164509126551KnLSE9A Junior Member Registered Users Posts: 18
    +1

    Especially the Banner Runes limitation seems just silly to me. I hope it's an accident that will be reverted in the next patch. I'm not gonna play Dawi again until it's changed :(
  • mrchoppy123#9271mrchoppy123#9271 Registered Users Posts: 15
    Low Growth
    Low replenishment, no hero that boost it either.
    Lack of Upkeep reduction skills
    Bad Ancilliaries that are a mess left over from WH1. Too many of these buff certain mine in local province, very hard to make good use of these.
    Matrix dodging AI has made Stone Throwers into a very poor unit compared to its usefulness in WH2

    On the plus side - recent Rune magic changes were great and they feel useful. Same for Runes.
    Garrison reduction, wall removal make it very hard to defend against Skaven and Greenskins who teleport all over the place.

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