Total War: WARHAMMER II

Total War: WARHAMMER II

New Legendary Lord Artefacts Warhammer 2 (Updated for Silence and Fury)
stompie5  [developer] 29 Oct, 2018 @ 11:07pm
Feedback
This little forum will be for feedback. Recently, a couple people mentioned Settra's talisman was too strong, and I agree with them and plan to weaken the artifact by lowering the ward save or give it a time limit. There are so many items, I don't get a lot of time to test them (other than making sure they work), so if an item seems too strong, please leave a comment and I'll let you know what I think and how I'll change it if I think it needs a change. Thanks in advance!
Last edited by stompie5; 24 Jun, 2021 @ 3:45am
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Showing 1-15 of 60 comments
stompie5  [developer] 4 Nov, 2018 @ 7:41am 
When the update comes out, Settra's Talisman will automatically activate at 10% health and only last for 60 seconds, instead of lasting the rest of the battle
Last edited by stompie5; 4 Nov, 2018 @ 7:42am
Michael_M 9 Nov, 2018 @ 10:38pm 
HI. No new items for new LL?
stompie5  [developer] 10 Nov, 2018 @ 12:11am 
Originally posted by I Love Belgian Waffles:
HI. No new items for new LL?

Yeah, I'll make items for the new lords eventually. Right now, I'm reorganising the mod's set up, so it will be easier to find problems if I have trouble updating the mod again. Then, I want to play the game some and see what the Pirates are like before making the new items :)
Michael_M 10 Nov, 2018 @ 12:54am 
Yeah thanks a lot. Cool mod!
Shadevar 16 Nov, 2018 @ 6:18am 
Hey, thoughts on adding Perfect Vigour to Ghal Maraz for karl franz? I figure, if he's using maraz at full power he'll probrably got all types of sigmar juice running through his body that keep him angry and murderous
Shadevar 16 Nov, 2018 @ 6:31am 
Some initial thoughts on Noctilus' items:

Armor seems a bit weak; maybe increase the leadership aura size to +50% and armor to +10

Melee attack on the weapon could maybe go from +5 to +10

Essence of the Maelstrom is a cool item, seems good as is I think

For his cape, maybe 10 ward save instead of the 10 magic resistance? I imagine a heavily enchanted cape with bits of sea would be fairly resistant to damage. Could also maybe remove the campaign movement, and add like a limited use conduit effect to it? something like Winds of the Deep, maybe just a more powerful arcane conduit with only 1 or 2 uses would be cool

edit: maybe 5 ward save not 10, if it had the conduit effect
Last edited by Shadevar; 16 Nov, 2018 @ 6:36am
stompie5  [developer] 16 Nov, 2018 @ 7:50am 
Thanks for the ideas Shadevar! For the moment, I'm slightly toning down the artefacts to see how they play out. I might beef up some of the effects if the lords seem too weak. I agree the cape is a bit dull, I'm going to add some physical resistance to it. The only reason I didn't add a lore of the deep spell to the cape for now, is I'm not sure how I feel about giving Noctilus so many abilities yet haha
Shadevar 16 Nov, 2018 @ 8:25am 
Ah I'm a fan of having the unique items pretty strong; makes the legendary lords feel more legendary, instead of just a unique lord with a couple of toys
Scheissdrauf 4 Feb, 2019 @ 1:16pm 
The regen on Kroq Gar is way to high (5x normal rate, rly?). He is practically unkillable on foot (you can´t shoot at him). So far my only problem with the mod, the rest is is pretty fun.
stompie5  [developer] 5 Feb, 2019 @ 6:11am 
@Scheissdrauf Thanks for commenting, you aren't the only person who brought up Kroq Gar's regeneration. The idea was it's, "Rapid Regeneration," so it has to be faster than regular regeneration. I'm going to add a fire weakness to it. Do you use the mod that gives unlimited regeneration?
Scheissdrauf 5 Feb, 2019 @ 11:58am 
Yes, but even without it, he would almost certainly reach his healing cap (I think that´s op). A few ideas:
1. You could give him just 60% more HP (=normal healing cap); same result, but compatible with the removal of the healing cap.
2. Change it to an active ability with long enough cooldown
3. Only active outside of combat
4. Higher level requirement for the item, so the AI will give him a mount before equipping the item, so you can use focus-fire against him
Edin 8 Feb, 2019 @ 4:36am 
Chiming in on Scheissdrauf's suggestion. Of those, I think the 4th one sounds most viable/easily implemented.
stompie5  [developer] 8 Feb, 2019 @ 6:54am 
@Edin Thanks for taking an interest and sharing your input. I recently found out that the SFO mod turns off regen cap by default, so I'm going to change some of the items that give regeneration. For Kroq Gar, I'm going to change it to an ability to activate, and will probably do something similiar for some of the other items. I'm hoping to have it done later today :D
Cheato1 9 Feb, 2019 @ 8:50am 
With regard to the infinite health krog gar, i personally havent had any issues with it but it really is quite op and i can understand the frustrations. May be worth adding a slight physical resistance malus so that while he regens, staying in combat for too long will still cause him issues. Negatives to fire resist dont really seem right, feels right to say that due to his scales constantly regrowing due to the regen, he has slightly reduced physical resist. No idea on lore tho so cant say that fits thematically.
stompie5  [developer] 9 Feb, 2019 @ 5:55pm 
@Cheato1 I already changed it to an ability that needs to be activated, instead of just a free passive regen. Also, he gets the -25 fire weakness that comes with regeneration while the ability is in effect. I'm hoping this make the artefact more reasonable. Thank you for your opinion though!
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