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I downloaded a mod that reducces ALL acuracy by 15% in the meantime. but being able to just reduce artillery would be the goal. Primarily things with exploding effects are too powerful. Mortar teams/Mortars, The rat trebuche, cathays weird cannon that isnt actually a cannon, rocket battery, luminark.
Piercing artillery like cannons, balistas(eagle claw) , normal ccatipults are fine.
if you have feedback please be descriptive thank you
InfoManiac artillery isn't really balanced in base game so if im going to nerf it I'd want to make it balanced and I don't really want to do that atm but I'll think about it. provide more info to if you can What unit in particular are you talking about it? are you just using it or was it the ai?
the smashing through stuff and not getting tied down easily is great,
however i think it needs to be balanced with them getting tired faster, and having fatigue really punish their charge and movement speed
this way they are still beasts when used fresh and in reserve, but you don't end up with a Griffon legion with 700 kills on 20 units of mauraders
I feel it takes away from the variety aspect
Not sure how difficult it would be to add thresholds?
I.e 25% miscast chance at 50% HP
50% miscast chance at 25% HP
Like much more increase miscast chance and damage
Could add a +25% miscast chance debuff to the “Wounded” trait for single entities.
And/or even just buff the generic miscast chances.
With all the ways of reducing miscast chance, magic is never really risky
And miscast are hardly seen, which is a shame as in warhammer lore, the fun and lure of magic is in its HIGH RISK/HIGH REWARD
Type payout, makes much sweeter and require more strategy and risk assessment from the player
Here is a picture of my tests. https://i.imgur.com/FBI7kDu.png Clan rats vs swordsmen, even in vanilla the clanrats win so my mod had zero impact on the outcome of that fight.
Ranged units will fire unless 40% of the unit is obstructed (kv rules)
I do not find the balance to be off.