Total War: WARHAMMER II

Total War: WARHAMMER II

Ordo Draconis - Templehof Expanded - SFO
 This topic has been pinned, so it's probably important
Flamboyant Schemer61  [developer] 20 Apr, 2018 @ 3:52pm
BALANCE SUGGESTIONS
Any suggestion is welcomed guys, only thing I gain from publishing these mods are the productive feedbacks. I believe this is the only way to have a better gaming experience in every game, so feel free to share your ideas.
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Showing 1-15 of 22 comments
BitchBeHumble 21 Apr, 2018 @ 1:45am 
well the changes in sfo for lords is the upkeep reduction effects from 50% to 25% here we still have the 50%
Flamboyant Schemer61  [developer] 21 Apr, 2018 @ 4:03am 
First of all, thanks for the first feedback. As for the issue we got, the bonus is only for the disciples on Abhorash's army, and Abhoras's power comes from it. I may reduce it to 40 ( need to receive more comments for that), but not to 30, because recruiting a disciple is a very painful process, they come very late in game even if you have enough money for them, and Abhorash doesn't have any other significant bonusses than that. Hence, I think the way it is is good, but will change everything (including this) about balance if we can get enough feedbacks.
BitchBeHumble 22 Apr, 2018 @ 1:38am 
i still think the stack is oversized specially for disciples if you compare them to foot blood knights 15 in a stack compared to 9 with this insane stats and u get 15 in a stack is kinda too much and if you wanna keep 15 in a stack they cant have 48 melee defence with regeneration and its not even a tier 5 unit its tier 4
Last edited by BitchBeHumble; 22 Apr, 2018 @ 1:39am
Flamboyant Schemer61  [developer] 22 Apr, 2018 @ 4:29am 
Insanity Why Are You My Clarity 14 hours ago
the starting units you start + 2 initiates of dragon

Flamboyant Schemer61 [author] 14 hours ago
Which units did u used? 2 Empire greatswords keep defeating foot blood k. for example. If u are using disciples, those 8 units probably worth more than a 20 stack empire father units. But there could be a problem with the balance too, so please give me more information in balance suggestions

Insanity Why Are You My Clarity 14 hours ago Delete
i dont know if its only me but i kill 20 stacks of empire basic army with 1 lord 1 hero 2 cavs and 2 infantry with barely any casualties
Flamboyant Schemer61  [developer] 22 Apr, 2018 @ 4:36am 
As for my answer, I will definitely look into the disciples unit size, I was thinking about their problematic nature too, and will at least increase their costs in every aspect right now. Blood dragon foot k. probably will stay same, maybe 1-2 model and melee def. nerf but thats all. By the way, the regen of Ordo D. units is less than SFO added vampires, that's why they need a little more of everything plus, ordo D. disciples should be better than blood d. w. which SFO added. Also, I'm also looking into the balance with regen. submod of SFO, which makes vamp. units much less powerful. Nonetheless, I will keep u guys informed about new update, and don't worry disciples will change a little bit, even I published the mod, I'm still looking in balance, I spent my whole day yesterday on it
Flamboyant Schemer61  [developer] 22 Apr, 2018 @ 8:50am 
Okay, a lot of balance changes came guys. Overall nerf to most of the units. Most of the recruitment costs and upkeeps increased, disciples size reduced to 18, a lot of stat changes have been made on both disciple and foot b. k.. They can murder a lot of father units now, but can't take a full stack of empire units (and yeah, I tested it in different combinations, but everytime I tested them, I made up the emp. army full of father units). Initiate cavs. were too powerful, I nerfed them in every aspect. Weapon attack intervals balanced for SFO again to adjust the changes. I also tested all of the added units against each other, father units, and 1 test unit from dif. categories (empire greatswords and black orcs great weapons for armor piercing, b.orcs shields and chaos w. for sword and shield elite units etc. etc.), and even though discipels nerfed, they are still useful in both MP and campaign (especially in campoaign with abhorash's buff) maybe a small cost reduction for them in MP can come, but I am not sure about it for now. I also tested the added units with units from my other SFO submods, and will change my other added units too a little bit. In fact, probably working on all of my mods will be my next project. Thanks for bearing this long text, and feedbacks guys.
BitchBeHumble 23 Apr, 2018 @ 8:12am 
I would really like to test disciples as a 10-9 stack with splash attack and a bit lower upkeep cost fewer models means more hp per model better usage of regen but can also get sourounded easier to somehow beat them because I actually tested them agaist bretonnia hermits wich was my previous top infantry and they murdered them with more than half hp remaining
Last edited by BitchBeHumble; 23 Apr, 2018 @ 8:13am
Flamboyant Schemer61  [developer] 23 Apr, 2018 @ 10:11am 
They are actually not much better than the blood knights right now. 2 units of greatweapons infantry in every race is (mostly) cheaper, and more cost-effective than disciples. Also, making them 10-9 stack will both make them a lot weaker and a little boring sadly. Because when u reduce the size of a stack that much, you just have to give them a lot of stats, which makes them more like a hero unit, not an elite infantry.
BitchBeHumble 23 Apr, 2018 @ 1:20pm 
actually after extensive testing i can say that disciples of blood and disciples of dragon get murdered by almost any other high tier infantry unit(plague monk censer bearers,har ganeth executioners,black orcs even swordmasters of hoeth) the best performance goes to disciples of death(they win against swordmasters and almost win agains the plague monks) so now my thoughts are maybe we overnerfed them lol
Flamboyant Schemer61  [developer] 23 Apr, 2018 @ 2:27pm 
Lol I know this feeling. The point is, if I buff them, that will just be too much. In their current state, they are weak on 1v1 BUT, if u can manage it, they have infinite healing. Which means, Ordo D. is a very micro intensive faction. If u can manage to pull them in and out of fight, constantly change targets, they are the best infantry unit in the game. Especially if you can manage to change targets from the optimal one (i.e. changing the target for the greatweapons vamps. units from armored inf. to the father units to heal while killing the simple, weak father units.), and since they are very fast, and fatigue immune, it is the best tactic I believe.
Last edited by Flamboyant Schemer61; 23 Apr, 2018 @ 2:27pm
BitchBeHumble 24 Apr, 2018 @ 1:17am 
well they die literally in 2 second from the first charge alone they just drop to half health thats only for dragon and blood ones
Last edited by BitchBeHumble; 24 Apr, 2018 @ 1:17am
Flamboyant Schemer61  [developer] 24 Apr, 2018 @ 2:15pm 
Ok, I am doing 3 1v1 s, with lords on air and fighting far away. I have used:

plague monk censer bearers
har ganeth executioners
black orcs with greatweapons
swordmasters of hoeth

Disciples of blood only lost against the har ganeth executioners, but they didn't win with a clear margin. They also barely won against the plague monk censer bearers. This is still much better than what Dragon b.w. in SFO did, bu I may still buff them just a little bit

Disciples of dragon barely won against swordmasters of hoeth, easily win against black orcs, but lost against other 2. I will somehow buff them, but have to make a lot of testing to make them not op in the process.
BitchBeHumble 25 Apr, 2018 @ 2:53am 
did you switch attacker defender position because when ai is defending they 90% ♥♥♥♥ up the charge so they dont get the extra stats from charge
Flamboyant Schemer61  [developer] 25 Apr, 2018 @ 11:15am 
Did that too, disciples of dragon lost again as they did in the player side, but blood did somewhat worse. Nonetheless, I will change their stats, just need to test them a lot
Flamboyant Schemer61  [developer] 26 Apr, 2018 @ 7:32am 
Buffs to disciples, especially to d. of blood and dragon, also I. Knigths. Nerf to Abhorash and Harkon + fixed their mounts. This last buff to them is the max. limit I can buff them I believe. They have a lot more defensive capabilitess now and are better suited for their roles. Especially D. of Dragon was weak in some situations, but they are much better against armor now. Hope you will like it guys, but more balance adjustements will ofcourse come later, if they needed.
ps.: censerbearers and harganeth exc. are extremely tought to take. D. of blood can take censerbearers because of their low armor, but can't say the same for D. of Dragon because their purpose is to fight against armor. Har ganeth exc. are just too good for me lol, they could use some nerf on them. They are also weak against magic and magical attacks, I may add them some magic resist in future, but that needs to be tested in campaign games first.
Last edited by Flamboyant Schemer61; 26 Apr, 2018 @ 7:37am
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