Total War: WARHAMMER II

Total War: WARHAMMER II

Ultimate Chaos (Updated for Silent!)
Steel  [developer] 7 Oct, 2017 @ 8:06am
Balancing Ideas/recommendations
Now that most UC units are available for custom battles you can start discussing the balance as WH2 has changed many things, from artillery shrapnel to magic.
So, being as UC is balanced against Total Warhammer 1, It'd be helpful if you, the players made suggestions about what needs updating.
UPDATE: Changes have now been implemented to balance the units against Warhammer 2.
Last edited by Steel; 15 Mar, 2018 @ 5:49am
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Showing 1-8 of 8 comments
SharkGull 26 Oct, 2017 @ 10:16am 
(before ME tested) 2 things, greater daemons need a bit of a buff & normal daemons need a nerf XD in some testing it turns out that the bloodletters of khorne destroy anything they come across which lore wise is fair, however against dinos with 160 armor i don't think they should shred them to pieces (RIP lord kroak).

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.)
Last edited by SharkGull; 26 Oct, 2017 @ 2:06pm
Forrest Gump 6 Nov, 2017 @ 5:04pm 
I agree with the previous comment in that the bloodletters wreck pretty much everything.
Been playing with the UC co-op mod and I've got a few suggestions just to make the gameplay abit smoother.

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!
Last edited by Adolf Jalfrezi Tudor; 6 Sep, 2018 @ 8:48am
R00b 25 Jan, 2021 @ 10:41pm 
I've played UC for a while now and I struggle to find a place for Nurgle armies espcially with the lack of decent armour piercing. Regular chaos warriors have more AP than the Nurgle versions of those chaos warriors and when I had tested the plague reapers and regular halberds against a unit of minotaurs each, the regular halberds still outperformed the plague reapers even when the minotaurs had such low armour. I feel the Nurgle spell casting is great but even with the buffs, it's hard to justify Nurgle themed armies in the mid to late game and when growth is kinda slow, that's the only time they are available anyways. But otherwise, I love the mod as it's really just so refreshing
Last edited by R00b; 25 Jan, 2021 @ 10:44pm
Steel  [developer] 30 Jan, 2021 @ 8:41pm 
Thanks for your feedback, the Nurgle casters really do add flavour I think along with the army itself, (it has actual cannons!)
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.
priskospanites 14 Mar, 2021 @ 10:42am 
I think that you should definetly buff garlauch, his stats are kinda garbage for his price. I my opinion he should be able to deal with basically any other dragon or monser in the game quite easilly. Still love the mod tho, keep up the good work.
Steel  [developer] 20 Apr, 2021 @ 4:40am 
If its a popular opinion i'll consider it.
Boysen Berries 16 Aug, 2021 @ 1:22am 
Hey dude, you got a really good thing going on, I got some feedback for you.

- 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.
Last edited by Boysen Berries; 16 Aug, 2021 @ 7:15am
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