Similar with Necrofex, they should need to be hit for their passive to trigger. If a Bloated Corpse starts the battle at low HP, it will immediately explode (and possibly break the game if the enemy tries to shoot it). Please add a Syreen hero that has the passive of increasing movement range (see Banshee). Very underwhelming performance, can you make their hitbox smaller, make them more agile and maybe give them a bit more mass? Mourngul Haunters miss their charge attacks against single entities, they turn very slowly and get staggered a lot, and cannot push past even peasants (mass issue might be related to campaign difficulty). A bit ridiculous, no? Nurgles passive is 3x as strong (lore of life too, I think). It heals for 0.35% per cast - that is total, not per second. This feels terrible, especially because you need higher tier units to even the odds after being so much weaker than all the factions with archers and cavalry and effective melee from the start.Ĭurse of Undeath seems too weak. Now you need up to 32 growth to reach tier 5 units, and access to the first caster hero has been delayed as well. With the recent changes, VC ship growth has been nerfed severely. Please add an equivalent (or more) for the vampire coast. Also, dark elves have a sealane in range of their main settlements (Malekith and Malus), connecting to further sealanes. And ship growth.īlack Arcs can attack coastal settlements directly from the sea - VC special lords with their own ship need to be able to do the same. They have no access to spellpower at all (aren't vampires supposed to be powerful casters?).ĥ: Seafaring - dark elves do it better. They have no bonuses to diplomacy (coercive or otherwise) or allied recruitment at all. As it stands, you lose a pirate cove if you take a settlement - forcing you to leave enemies alive you'd really rather not.Ĥ: Lack of new mechanics/diplomacy options. In addition, if you gift/trade away/lose control of a coastal settlement, it should come with a preinstalled pirate cove (could be a tech, or the effect of a regular building). In fact, the coves should provide minor bonuses to allies as well (similar to outposts), and slightly improve relations if anything. I suggest no cooldown at all, as the cost is already high enough.įurthermore, the diplomatic penalty for giving a cove to an allied faction needs to go. Plus ~2000 for installing, plus 2500 for the building - for 200 gold per turn. That's 3750 gold upkeep per hero in between. While the cost to payoff ratio in itself is just barely ok, the 15 turn cooldown per character has to go. The hero action to install a pirate cove is unsatisfactory. Because VC also mightily struggles against cavalry and archers (peasant bowmen completely and utterly destroy any zombie unit at 160 range, in any terrain and from behind other units, and they outrun them too). Further suggestions would be to add polearm deckhands to raise dead, and increase handgunner range to 160. This will set them apart from Mournguls a bit more, and make settlement battles a little less painful. I suggest making Animated Hulks tier 1 (and available through raise dead), giving them the wallbreaker trait, and reducing their upkeep. Dogs get stuck and start crumbling even when attacking archers from behind, and anything not engaged in melee will dodge mortars (and Queen Bess) with about 80% success rate (even shooting archers dodge about 50% of mortar shells in between). Really the only option you have is to blob enemy infantry up with your lord/hero, then damage them with bombers/mortars. Your melee units are guaranteed to lose against pretty much anything, and your gun units hardly ever get to shoot. The early available VC units are horrible in uneven terrain, especially settlements. You NEED to add some benefits to these buildings, for example hero capacity, increases to pirate cove income, recruit rank/slots, ambush spotting (lighthouse), a combat ability in the province (say, one charge of turning an enemy unit >20% hp into a unit of Syreens for the Night Pyres), diplomacy/allied recruitment/trade bonuses for the tavern. Long story short, if a settlement doesn't have a port it's a complete waste of time and money, and even if it does it feels lackluster. The money building has atrocious return for investment even for major settlements, increasing in steps of 50 gold at a cost of up to 4000!Įffects you would expect, such as hero capacity increases, are inexplicably absent. Owning a minor settlement currently offers no benefits apart from a total of 300 gold income maxed out - after investing about 15k gold. There are many glaring issues currently with VC in campaign, let me give you an overview: 2K A Total War Saga: Thrones of Britannia.846 A Total War Saga: Fall of the Samurai.
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