Total War: WARHAMMER II

Total War: WARHAMMER II

[DISCONTINUED] Mixu's Mousillon SFO compatibility mod
Erde  [developer] 12 Nov, 2017 @ 2:35am
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Showing 1-6 of 6 comments
MrGuySenpai 19 Nov, 2017 @ 3:07pm 
So I've played a game up to about turn 100 on legendary, and its clear that the Foot Black Grail Knights are a bit overtuned. The combination of armor, physical resist, melee defense and regeneration means that in most battles not only are they unkillable, but barely get damaged in the first place. The most I've ever seen them take damage is being repeatedly charged by rank 9 empire knights a dozen times, which caused them to take only about 2k damage.

As for suggestions, I'd say drop the melee defense at the very least and see how that goes. At rank 9 they can have up to 80+ MD, which makes them practically untouchable. I would also possibly suggest looking at the speed of the regen, considering undead have multiple ways to heal troops.

At the same time, they also get knocked around by pretty much everything I've seen, including outrider guns and pistoliers. Maybe increasing their mass would help them stop being stunlocked by a single unit of swordsmen while taking no damage from them.

Most of this comes from the fact that I was able to get a couple provinces with maxed out Raise Dead lists, so I could just buy as many BGK as I wanted. Is there any way to take them out of the list? It seems a bit unfair, but its also cool to get them so early, so I dunno.
Erde  [developer] 20 Nov, 2017 @ 1:57am 
Thanks for the feedback! I completely had forgotten to test that unit in actual combat so I'll handle it today.
Erde  [developer] 20 Nov, 2017 @ 7:08am 
The particular unit should behave much better after the latest patch. I was unable to limit what units appear in the raise dead pool as this would make my mod incompatible with anything editing startpos like faction unlockers.
MrGuySenpai 20 Nov, 2017 @ 9:44am 
Righteous man, it was cool watching them wade through thousands of peasants, but it got a bit stale after a while since they couldn't die and all lol.
Soup Fish 17 Dec, 2017 @ 8:02pm 
Great mod, but The Knights of the Bloody Grail in their current form run roughshod over every other cavalry unit in the game with no contest. I have yet to lose even a single model or get lower than half health. They cut triple gold chevron Grail knights, Grail Guardians, Chaos Knights and the like to ribbons with minimal effort. I know they are a regiment of renown, but it's a bit much, especially when Chaos has no answering RoR in the current game, and the Bretts have none at all.

They aren't anywhere near this powerful in the original mod so its a little weird.
Last edited by Soup Fish; 17 Dec, 2017 @ 8:03pm
Soup Fish 17 Dec, 2017 @ 11:38pm 
I have done some further testing. The Knights of the Bloody Grail killed King Louen Leoncoeur without losing a unit or dropping below 3 4ths health. Asarnil the Dragonlord killed one of their models after using a breath and then charging in. The remaining four butchered him in under 30 seconds. (I could not use all three breaths because their regen is so high that they recovered all their health from one breath by the time the next was ready.)

Finally I set the Knights of the Bloody Grail against 3 mounted Paladins thinking surely this would be the one that stumped them. It was closer, and they got them under half health, but the Knights of the Bloody Grail killed all 3 Paladins while losing only one model. That's 3 heroes with magical attacks and their own high tier regeneration that they killed after fighting them simultaneously.

Out of curiosity I then took my Lord, a mounted Bretonnian Lord who was keeping the Computers lord busy on the other side of the map, and charged him at the Knights of the Bloody Grail wondering if he could finish them off.

They killed him to, without losing any more models.

Knights of the Bloody Grail are not just broken, they are the best unit in the game by a long country mile. No one can face them.

This is just to note, all of the above was done while putting them into combat as quickly as possible and giving them minimal time to regenerate. If someone were to be actually using them tactically, cycle charging and running around to let regen happen they would be exponentially stronger.

I shouldn't have to say it at this point, but this is not lore friendly. Please nerf.
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