Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
maybe im crazy but in a few custom scenarios i felt that the bloodthirster took wayy too much damage from some elven units (i get that tanking damage is nurgles thing but still the fact that i can take out a greater daemon of khorne with 2 units of elven archers before he even reaches me is sort of weird.
all in all, cant wait to play and conquer ulthuan and lustria with Tzeentch :D
(i just remembered to when i was playing this mod before WH2 but just to let you know incase you haven't balanced them.)
in Total war warhammer 1, i found chosen swordmasters and exalted polearms to be very lack luster, they just aren't worth it when compared to chose halberds or chosen great weapons, you get 10x more compared to what you're paying for, swordmasters are an endgame elite infantry and should have no equal even with low numbers and yet in my archaon campaign that i played 2 months ago, i found they were beaten by silver chev greatswords and the exalted polearms when compared to chosen are just not worth it. (once again love the mod this is just my personal constructive criticism take it or leave it ill love the mod all the same.)
Make the LLs army move faster in the jungle (it's just tedious how slow he moves) and make him immune to Swamp attrition!
The Nurgle LL could do with some more jazzyness plus maybe some cost reduction in his spells OR throw a general reduction in winds of magic cost for spells into his Mark of Nurgle tree just to give you more incetive to get it a little earlier.
Lower the requirement to getting a Chimera too?
Unique weapon? Like a Sythe or something so he's a little more compitent in melee?
Slap on Physical Resist on him too so he fits with all the other Nurgle units with Resists.
Plague Reapers should be either an armour piercing unit or anti infantry
Nurgle's Afflicted are a solid idea, but having 4 units of them vs Lizardmen? Should be swapped out for something else (at least Cultists could maybe deal some damage). Slap on Unbreakable and make them like tier 1 or something cus not sure how I feel about a tier 3 zombie unit without crumble?
Plague Cannon is just abit pants. Compare it to the Slaanesh Cannon for damage output or utility and the Plague Cannon falls short!
Needs more armour piercing on that bad boi OR make it from the Hell Cannon model (which is a complete redo of the unit).
EXALTED GREAT UNCLEAN ONE! Might have missed it through bad luck, but the fact I aint seen it I'm assuming there just isn't one!
Overall tho still thoroughly enjoying the co-op campaign, just had abit of a slower campaign because had to rush for Trolls and get a bunch of Great Axe Marauders just to even TRY to beat the Lizards!
Yes the AP damage is intentionally low because they are not focused around raw killing power, the lord skills and such make a nurgle army by far the most resilient, especially combined with thier fly/disease auras.
- The greater daemon for slannesh is underwhelming compared to its counterparts. How about giving summons too?
- Slannesh caster have a spell to buff everyone for melee attack, why not make it rampage.
- Overcast version would make ally attack each other.
- Is it possible for khorne greater daemon to have the same skill as ghoritch, progressive buff when in melee.
- Slannesh javelin riders to have a chance to rampage enemy?
- Cult grandmaster cooldowns for summons feel too long, maybe 60s cd in the beginning, 90s cd when one summon is used? Perhaps 3 lvls of each summon skill, 1st lvl gives cultists, 2nd lvl gives knights of its branch and final lvl spawns daemons with reduced cd and lower winds of magic cost. Cult grandmasters could also boost horde growth.
- I noticed only hero building gives good money, income becomes a problem when you want to try out the new units and lords, can you make other buildings give some income too?
- Can we get more tech branches that use gold, end game I have so much gold from raiding. Increase relations with similar entities would be neat, beastmen, norsca. maybe even skaven. Income and tech research boosts are welcome too. I have students and maxed out tech tree for research rate, but last few branches of chaos god favors take 10 turns+.
- Tweaking chaos corruption might be a good idea, better replenish when encamp in it or lessen enemy movement range/greater attrition for higher corruption?
This is a really nice overhaul for chaos, I don't enjoy spamming dragon ogre shaggoths on vanilla chaos.