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Community-sourced, Peer-reviewed balance/bugfix recommendations for Patch 4.1 Multiplayer

eumaies#1128eumaies#1128 Registered Users Posts: 9,681
edited September 5 in Battle Ideas
Dear CA,

Thanks for listening to many of our recommendations for patch 4.0, giving us lots of new usable spells and units! We’ve updated that post and removed all the things you already addressed.

But as 4.1 is rapidly approaching, we wanted to flag some quick important bugs and suggestions for balancing the DLC content. We also want to flag some of the highlights from our 4.0 list that you didn’t get to, so gonna do that in this quick post as well.

Thanks in advance for taking a look and considering our peer-reviewed analyses yet again! When you balance the game better it’s like giving everyone in the MP community new FLC.

-Eumaies (Editor)

Key Bug Fixes and Balance Recs for Patch 4.1

Tzeentch DLC:
  • (!) The Blue Scribes are probably the funnest multiplayer unit ever released, but is sadly very overpriced. Drop price -600 down to 1700 to be viable.
  • (!) [Bug] Tzaangors currently have no unit caps on the Beastmen and Warriors of Chaos rosters. Should also count as a Tzeentch-marked unit for Warriors of Chaos.
  • If you want the Changeling to be usable in MP battles drop his base price to ~200g and add the all-in cost of whatever Lord he chooses (i.e.paying for all their spells/abilities)
  • The basic Mutaliths’ “Aura of Mutation” drain effect is too strong; However, the ROR “Maelstrom of Change” does little damage with short range making the ROR too weak.
Grand Cathay DLC:
  • (!) Zhao Ming, the Iron Dragon’s The Burning Vambraces item triggers twice and heals 64% instead of 32%. This very strong heal needs to be reduced by at least half.
  • [Bug] Yuan Bo’s ranged spells trigger the execution effect when they hit a target. This may not be working as intended.
  • ROR Onyx Crowmen need slightly less bomb damage or should cost more (e.g. +50g)
  • [Bug] Cathay artillery crew are not being affected by spells but take excess damage in melee - deleting the "wh3_main_cth_art_grand_cannon_articulation" in "Articulated Record" column located in “Land_units” table fixes both of these issues.
Kislev DLC:
  • (!) Akshina Ambushers (and ROR) need about +100 gold MP cost (or equivalent nerfs, compare w/ shades). Also, the unit’s massive 150 calibration range and 2 splash attacks may be bugs.
  • (!) ROR Akshina's Pack Trap net lasts far longer (25s) than other nets (15s would be plenty).
  • Streltsi can’t compete with Akshina and the ROR Streltsi need more ranged damage output to be viable
  • Mother Ostankya has an excessive amount of ammunition (e.g. drop from 48 to ~30)
  • [Bug] Kislev’s Mother Ostankya never takes damage when overcasting spells.
Non-DLC key highlights:
  • (!) The new domination map Spawning Pools is appreciated, but what quickbattle needs are new open maps without “lanes” and chokes. Simply add horizontal capture points to these three Land Battle maps and suddenly quick battle Domination will be playable and would thrive: Peak Pass, Dok Karaz, and Pillar of Bone. (Removing Silver Spire and Galleons Cove from the rotation would help too).
  • (!) The Yang harmony melee buffs (+6/+6/+4) and especially amplification are too powerful in land and campaign battles, encouraging very static boxes. Reduce please!
  • (!) Healing spells (especially trollguts OC) and regeneration remain overly strong and need slight reductions in duration/effects (See our previous list for specific suggestions)
  • (!) Ogre were significantly buffed by changes to knockdown/charges in patch 3.0; Slight increases in price for Bull variants and Ironguts (e.g. +50 gold) would help address this.
  • (!) Slaanesh received no changes, but has several units we flagged as needing modest buffs including Daemonettes -100g to 700 or equivalent buffs; Forsaken of Slaanesh -50g to 800 or equivalent buffs, Hellstriders (spears) +5BvL, and more (see 4.0 list).
  • (!) Khorne similarly needs several small buffs, such as bloodletters (e.g. +5 LD), Chaos Warriors DW (e.g. -50g), Skarbrand/Exalted Bloodthirsters (e.g. -100g, more WS), Bloodcrushers/Skullcrushers (e.g. -50g or more speed), Unrelenting Rage, and more.
Post edited by eumaies#1128 on
14
14 votes

Under Review · Last Updated

Comments

  • saweendra#3399saweendra#3399 Registered Users Posts: 21,277
    i personally disagree on the akshina change my opinion is they don't need Ap in melee or range. they already add value by being Stalk and vanguard

    #givemoreunitsforbrettonia, my bret dlc


  • eumaies#1128eumaies#1128 Registered Users Posts: 9,681

    i personally disagree on the akshina change my opinion is they don't need Ap in melee or range. they already add value by being Stalk and vanguard

    yeah i mean if instead of changing price they changed the AP that would definitely be a nerf; whatever CA thinks is best.
  • saweendra#3399saweendra#3399 Registered Users Posts: 21,277

    i personally disagree on the akshina change my opinion is they don't need Ap in melee or range. they already add value by being Stalk and vanguard

    yeah i mean if instead of changing price they changed the AP that would definitely be a nerf; whatever CA thinks is best.
    they can lower the price to compensate for that if its net nerf. but them having AP means there is no justification to Strellsi and Ice guard. not unless there is another 200+ point difference .

    But that still will not change the SP side of things where there is literally 0 reason to have any thing other due to this

    #givemoreunitsforbrettonia, my bret dlc


  • eumaies#1128eumaies#1128 Registered Users Posts: 9,681
    Agree there’s a number of ways they could go and the Streltsi need a role (though being a gun is not nothing).
  • stryderrr#2258stryderrr#2258 Registered Users Posts: 1
    bloodthirsters need heavy buffs pls
  • RainyFrog#1380RainyFrog#1380 Registered Users Posts: 1
    edited September 6
    I Agree with the changes ! But i can't stress enough the problem about the healing !!
  • saweendra#3399saweendra#3399 Registered Users Posts: 21,277

    Agree there’s a number of ways they could go and the Streltsi need a role (though being a gun is not nothing).

    Its rather deminishing if you have ap on crossbows which Don't have line of sight issues as much and have stalk.

    And this doesn't even consider ice gurad which is completely turned to trash


    There is honestly no reason currently to brinh the ice guards for the slow due extremely high damage out put of akshina.

    #givemoreunitsforbrettonia, my bret dlc


  • eumaies#1128eumaies#1128 Registered Users Posts: 9,681
    edited September 13
    Something new to flag:
    [Bug] Mother Ostankya and Hag Witches fire double shots from their missile attacks. The chariot has its own missile attack with a separate reload but shared ammo pool. The chariot missile attack lacks the fire while moving attribute and has an arc of fire instead of 360 like the rider.
    Post edited by eumaies#1128 on
  • #170679#170679 Registered Users Posts: 10
    This is just the tip of the iceberg. But for the love of christ please reduce healing efficacy by 15-20% across the board, except for some legendary lords known for their healing prowess I.e. Grom, Morghur, Throgg. Then just all the bugs in the game. There are so many that impact the enjoyment of battles for multiplayer and campaign many of which have been around since Warhammer III release.
  • Loupi#8512Loupi#8512 Registered Users Posts: 3,981
    yep healing is a plague


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