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The good, the neutral and the bad (my short humble opinion)

RiddlebickRiddlebick Registered Users Posts: 253
Hi,
I've just finished my short vh/vh ME-campaign with Sisters of Twilight and wanted to quickly share a few thoughts about the DLC and the current state of the game.

Careful, minor SPOILERS ! ! !


The good:
- The Paths to Victory
Your aim, get Athel Loren regrown. To achieve that, you have to first regrow a few minor forests. You face different foes, depending on the LL you pick and the forests you choose to regrow - and it is just simply great. This alone creates diversity enough to keep me playing, and creates additional replayability for the LLs as you can't really be everywhere. Next time, Lustria!

- Order gives buffs and debuffs
No idea if they changed it before and I just didn't notice or it is exclusive. If Order is low you get higher construction times and stuff and vice versa. Great! For my taste they could go even further with the buffs and debuffs but great nonetheless.

- Roster diversity and balance
In campaign I was able to use every unit (after 60/70 turns in) and felt like it had impact and a certain strategic use. Tier 1 Units get outclassed early on but due to my financal situation I never used only higher tier ones.

- Confederation
I just love to be able to collect LL in my campaigns. I am glad it is still a thing and with the early vision on all WE folk it can be achieved before they are whiped out. Sadly there is no way to snatch a defeated Lord. To compensate that, I can recommend "Recruit defeated LL" mod.

- Ariel the Legendary Hero
She is supreme. Her skill-tree is just powerfull. Just fun to have her in the army. I can't wait to see more LHs like her to be implemented like this.

- Statistics
I admit, I love statistics. Want to see what unit did best? - Kills don't really tell. But now with the new "Calculated Damage done according to the damaged Unit cost" you directly see the impact! I really really love this new feature!


The neutral:

- friends and foes
I allied with the Tomb Kings next to me and stayed friends with all HE Factions. Still I couldn't befriend the Empire or GS. Power and Aversion debuff couldn't be overruled with my money. That was sad. Those attitude debuffs are too heavy for my taste, but might fit the theme and other players will surely like it, so really just my taste I guess.

- The bureaucracy and time
As soon as you have multiple armies with multiple heroes, lords and cities the time you have to spend doing the same over and over again increases. I love the mod that gives you a skill-que so you can pre-select the skills you want. I would wish it was fixed in game. Another thing that I would really love is to have the possibility to select the AI to be in charge of certain cities or armies. Or atleast be able to automatically skip battles that are 100% lost.


The bad:

- Everyone is passive
As I allied with the Tomb Kings nearby I formed a plan to make them my shield in the north against the DE. I would raze and defeat the armies and he could get the easy targets to grow stronger aswell. He created armies but sadly kept them guarding his hometown. Up to turn 100 he had conqued only 5 cities. This made me sad. But not only my ally is passive, nearly every minor race is. They just wait for a major one to declare war on them and be conquered. Would be nice to see everyone trying to expand a bit.

- Loot, Raze, Settle (whack a mole)
As I tried to conquer DE territory north, Norsca razed my settled cities while other DE settled my razed cities. War in the end game is just whack a mole without an ally that can help you to whack and conquer. This is the ONLY thing I really hate with this game and makes me to usally drop campaigns before reaching tier 5 Units.

- The Forge
Same as the moon for BM or the ancestor decisions for the White Dwarf. Okay to have, but I would rather not have it and have 1 reskin unit variant more for any faction.



TLDR (Too long - didn't read):
The campaign is a blast. Some things changed, those are great. Some good things stay the same, sadly some bad stay aswell.


I tried to keep it short. I hope it got something interesting for you to read.
If you have/had a different experience I would gladly read yours. Did I miss something that you think stood out most?

Cheers.
:#

Comments

  • CanuoveaCanuovea Registered Users, Moderators Posts: 15,481
    I don't think not having the forge would have resulted in another reskin unit, since the people doing the units and doing the coding for those mechanics are almost 100% different people.

    Without the Forge we just... wouldn't have gotten anything. I believe so, anyway.
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  • MaedrethnirMaedrethnir Senior Member Registered Users Posts: 13,981
    I agree, the Forge of Daith needs a rework. This pitiful Glorified Invocation of Vaul is a sad joke in comparison to Flesh Laboratory.
    animacja-sygn-3.gif


  • Budoka4Budoka4 Registered Users Posts: 71
    Forge of Daith is more of an event popper than a mechanic. There are some nice items you can get but it is not a mechanic. Compare it to Imrik which is FLC and it almost hurts how bad it is.

    I guess the majority of resources went to WE rework so that maybe the reason of such bland faction "mechanic". CA proved many times they can make fun and good faction mechanics.

    Aside Forge, current bug with Coedill and poor WE economy are things that I would like to see fixed/improved.

    Ariel, Sisters as lord, other WE rework, Throt, Drycha are awesome. Sisters dialogues are fun to hear :)





  • Mogwai_ManMogwai_Man Registered Users Posts: 5,277
    CA admitted they spent more money on Throt's lab ROFL.
  • KoronusKoronus Registered Users Posts: 154
    I agree about the Norsca Whack a Mole.
    I found out at turn 70 arround that I lost my Drycha campaign because I whas to focused in side fights against the empire and so did not rush northward to stop hellpit and Norscatribes to keep sending out these annoying waves.
  • DjauDjau Registered Users Posts: 8,780

    CA admitted they spent more money on Throt's lab ROFL.

    A reskinned mechanic of Ikit's cost more than the Forge of Daith, WE Rework, Worldroots mechanic and Forest healing?
    Albion would make the perfect Total War Warhammer 3 pre-order; with Hengus the Druid and Bran MacKerog as Legendary Lords.

    We're paying full price for a Chaos Warrior of Tzeentch without any actual Tzeentch markings or changes to the model? Change this now CA, #JusticeForTzeentch #TLM
  • CanuoveaCanuovea Registered Users, Moderators Posts: 15,481
    Amonkhet said:

    CA admitted they spent more money on Throt's lab ROFL.

    A reskinned mechanic of Ikit's cost more than the Forge of Daith, WE Rework, Worldroots mechanic and Forest healing?
    Compared to the Forge of Daith alone, is my understanding of it. Honestly... I like the Forge more. The lab is a bit... I mean, it's okay I guess.
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  • Surge_2Surge_2 Registered Users Posts: 7,394
    Amonkhet said:

    CA admitted they spent more money on Throt's lab ROFL.

    A reskinned mechanic of Ikit's cost more than the Forge of Daith, WE Rework, Worldroots mechanic and Forest healing?
    No, I think in terms of comparison, but the lab from a code perspective is far more convoluted.

    One is a nice, clean, simple system of getting nice loot.

    The other is an absolute chore, that had me quit the campaign inside a few turns.
    Campaign Management is for suckers.

  • MaedrethnirMaedrethnir Senior Member Registered Users Posts: 13,981
    Ingr8 said:

    Varinor said:

    I agree, the Forge of Daith needs a rework. This pitiful Glorified Invocation of Vaul is a sad joke in comparison to Flesh Laboratory.

    I would take these opinions more seriously if they didn't just mimic the same crap about the "invocation of vaul". It is like people are reading off a script. Did one of the youtube-scummers tell you what to say or something?

    At least the now departed Maedinchelsea was original once in a while, the current crop of HE fan boys just seem to be set on repeat.
    I'm Maedinchelsea.
    animacja-sygn-3.gif


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