Total War: WARHAMMER II

Total War: WARHAMMER II

Skaven Unit Pack (Loreful / WIP) - SFO
Flamboyant Schemer61  [developer] 14 Oct, 2018 @ 4:20am
BALANCE
Please share your ideas about the balance
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Showing 1-8 of 8 comments
Darkstar113 27 Dec, 2018 @ 5:12am 
I think the Ratling Copter needs a slight buff for its survivability. They take quite a while to wind up before they begin firing which leaves them exposed. A single overcast Tempest spell almost wipes this unit ontop of that it can easily overwhelmed by flyers. I am thinking 15% missile resistance and a slight health buff. Maybe bring the unit count up to 4 like the other Gyrocopters or maybe even just a single gyrocopter.
Last edited by Darkstar113; 27 Dec, 2018 @ 5:14am
Flamboyant Schemer61  [developer] 27 Dec, 2018 @ 5:17am 
Thanks for the feedback mate, I'll add some resistance to them definetely, maybe lower the cost a little bit too alongside with a small HP buff.
Darkstar113 27 Dec, 2018 @ 7:41am 
Thanks for listening. I wanted to make another suggestion regarding the Pack Master and Rat Swarms. Rat Swarms in particular. They just seem too good for their cost, because they are extremely durable with Unbreakable and many units, they actually put a hurting on low armor and missile units, bog down monsters and cavalry, and they are easily spammable. I think a decrease in their health and a slight decrease in their attack is in order. The Packmaster can summon them and it seems pretty exploitative at the moment, so maybe the changes will fix that. I hate Summon Disintegration but thats one idea to make them feel balance. But another is to increase the cooldown rate or make the spawn ability usable only once. That's all of my suggestion for now. I haven't tried many of the higher tier units yet, but if I come across anything else I'll let you know.

Edit: If you make the Pack Master's summon ability only once than I would say to increase the AOE of his buff, that way he still maintains good utility besides spamming Rat Swarms.
Last edited by Darkstar113; 27 Dec, 2018 @ 11:43am
Flamboyant Schemer61  [developer] 27 Dec, 2018 @ 12:28pm 
I agree with rat swarms, I saw similiar results before and nerfed a lot but more nerfs will be there tomorrow. About packmasters, I may not nerf them maybe, they don’t give anything then those summons. But, the nerf on rat swarms may do the job in that regard
Flamboyant Schemer61  [developer] 27 Dec, 2018 @ 12:29pm 
If you have more ideas like that, for any of my mods, please let me know it’s always good to have consturctive feedbacks
Darkstar113 27 Dec, 2018 @ 4:53pm 
Alritey I am currently playing with alot of your mods and love giving feedback. :) I have some more suggestions. Regarding units and also their building requirements. Some of the building requirements currently don't make sense lorewise. My suggestions are also mostly taking into consideration how SFO defines the units.

Poison Wind Mortar - Replace Pox Cauldron Requirement for Weapon Burrow - In SFO, Poison Wind Globadiers do Anti-Large, have only a small amount of Armor-Piercing, and have Lethal Poison, this unit lore-wise is also composed of Poison Wind Globadiers so changes should mostly mirror that unit but still give this one a role. I say remove Anti-Infantry, Warpstone Scorch Debuff, and Disciplined. Give Poison attacks and Lethal Poison Debuff. Significantly decrease to Armor-Piercing Missile Damage, a slight increase to regular and Explosive Missile Damage and accuracy (right now the accuracy is way too low). This makes the role of the Poison Wind Mortar best used to deal damage to low armor units but also applies a good debuff that slows units advance.

Warplock Jezzails - Replace Pestilent Nave requirement for Arsenal building - Make them Shielded 65%. In Lore they fire from their defensive pavisses for cover from missile fire. On the wiki, it says "They move too quickly to be seen..." and "operate as their own independent unit" but they leave behind vapor trails that expose them. So giving them the Stalk and Vanguard ability seems appropriate here.

Giant Rats - Recruitment change to Growth Vats building - Other SFO units that have a similar role to these have missile resistance at 15%, Strider, and Strong Vigor. So I think these should be added. I tested these against HE Spearman. Each single handedly brought the Spearmen to close to 1/2 Health without flanking before routing. I think there Leadership should be lowered to 45 (like Clan Rats) so they do alot of damage but they rout easily if overwhelmed. I also have a more loreful change in mind though. Make them Large units, slightly increase cost, decrease unit size (Maybe 60), and give them Fear. Which ever you choose I definitely think they should atleast be considered Large units, because in Lore they can be the size of ponies and ingame they currently are the size of Norscan Ice Wolves.

Rat Swarms - Recruitable from Tier 1 Settlement Building. Rat Swarms make their home in Skaven Lairs.
Last edited by Darkstar113; 27 Dec, 2018 @ 4:54pm
Flamboyant Schemer61  [developer] 28 Dec, 2018 @ 2:22pm 
Ok, I’m about the finish mixu’s Ll 1 now, will move to the ordo d. After that. Please keep giving feedbacks in my mod pages, I’ll definitely change the mods after finishing ordo d. Mate. U can also add me as a friend and ask/suggest more things if u want
Flamboyant Schemer61  [developer] 30 Dec, 2018 @ 5:49am 
Ok, rat swarms, skavenchopters, and giant rats have all got new balance changes. About recruitment changes:
Warplock jezzails already being recruited from the arsenal building.
Changing giant rats may have problems for the mod. Same goes with rat swarms
Poison wind mortar is I think better with the current requirements.
About the balance changes on warplock jezzails; I agree on what u said but, mate they don't have shield animations right now. They should also be working with teams etc. etc., but we simply don't have good enough models for them. After skaven got their deserved DLC, I believe CA will add them, and I'll update this mod accordingly after that.
About poison wind mortar balance:
It don't have any armor piercing damage. The esplosion sharapnels are armor-piercing, it is just how it works. I changed accuracy values for the units in mod though, thanks for that tip. I also added lethal poison and normal poison to normal attacks.
Also, I changed Stormfiends.
All in all, I changed a lot of things. It should be much better now, and this is really what I can do at the moment with limitations ı have mate.
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