Total War: WARHAMMER II

Total War: WARHAMMER II

Lizardmen Unit Roster Expansion
Funky Monk 8 Jul, 2020 @ 12:56pm
Thoughts on Balances
I made this so people can talk about buffs and nerfs.

I think that the Old Guards should do more Armor-piercing damage, melee attack and maybe slightly more HP but also a bump in price.

Also I'd like to say that this is excellent mod.
< >
Showing 1-15 of 18 comments
War0797 9 Jul, 2020 @ 1:46pm 
Nice idea. I think the current states are okay, but I would swap the Frenzy trait for Unbreakable and Perfect Vigor.
Jimmy  [developer] 10 Jul, 2020 @ 5:54pm 
Didn't know this was a thing. Hi guys. Yeah, kinda stuck between a crossroads of not changing the old guards and keeping jade clubs the main ap unit, or giving old guards the ap buff. The issue I'm having is if I buff the old guards i dont want the jade clubs to become obsolete. I need something to set them apart that doesnt make them too op. I can make custom abilities, with limitations of course, to set them apart or yes change the traits as War0797 said. Im open to suggestions. If you want just throw a bunch of ♥♥♥♥ at me and I might take it and run with it.
War0797 11 Jul, 2020 @ 4:06am 
I like the sound that. The Lizardmen lack anti-infantry infantry. The Jade Clubs could fill that role before going to Kroxigors for anti-infantry. A higher Charge Bonus and AP damage may keep them in that role. For a slight touch of the Old Ones, maybe they cause Terror. That way they won't clash with the Kroxigor for the role.
Funky Monk 11 Jul, 2020 @ 8:32pm 
The Jade Clubs are sometimes better than old guard if the jade clubs have enough melee attack and melee defense but this is rare. In my campaigns, having jade clubs are a great at attacking infantry and large which makes the jade club armies better than having a diverse army even late game. They are strong enough to challenge late game armies alone.

Of course, balancing the jade clubs and old guards will be difficult but I was wondering if the jade clubs could function like the jade spears. Give them massive anti-infantry but weaken them and then give them poison attacks. For the old guard, have them unlocked only after getting a tier five temple of your choice and buff the armor-piercing damage or give an anti-infantry buff.

I have had fun with the jade spear in combat because of their weak damage but powerful anti-large buffs and they can be better than the temple guard, but only against large or cavalry and even then, sometimes the temple guard are still better. It's hard to explain but I think you know what I mean.

Damage is almost everything. Jade Clubs in there current state make not only Kroxigors almost useless, but temple guard as well. They should be harder to obtain at least.
(I ran a campaign as Nakai and Itza and even with good kroxigor buffs, its safe to say Jade Clubs are better and easily obtainable late game but I think I need more time to test the units again).

Hopefully I have made sense here and if anything is done about the units, keep the Golden Guard in mind and as for traits, I don't have any ideas at the moment.

Last edited by Funky Monk; 11 Jul, 2020 @ 8:37pm
Jimmy  [developer] 12 Jul, 2020 @ 8:45am 
From what I'm gathering is that Jade Clubs are over tuned and Old Guards are undertuned. Also Golden Guards need a little more. As for the Kroxigors, I have an Idea for them. Gonna work on it, but it might not work out. Currently I'm working on a new roster expansion, so once I finish that I'll get around to working these issues out. Thanks for the feedback guys.
Last edited by Jimmy; 12 Jul, 2020 @ 8:45am
Jimmy  [developer] 20 Jul, 2020 @ 4:08pm 
Ok. Here are the changes: Old guards have received an ap buff, have had frenzy removed and have had perfect vigor added. Golden guards have had an ap buff. Jade clubs have had a massive base damage nerf along with a anit-infantry bonus nerf. They still have the same ap, but less total damage. Some recruitment buildings have been changed. Ex: Savage Kroxigors building has been fixed so are now recruitable again. Ancient cold and horned ones have been moved to a different building. I really didnt want to remove the ap from the jade clubs. My reasoning is their asthetic weapon is a huge spiked club which i believe would do a hell of a lot more damage than the weapons the old guards carry. Hopefull this nerf doesnt make them the best choice for every matter, but keeps them relevant enough for a good portion of your playthrough. I'm curious as to what you guys think.
Jimmy  [developer] 20 Jul, 2020 @ 4:08pm 
Also please let me know if any issues arise.
Funky Monk 21 Jul, 2020 @ 7:46am 
Ok at the moment the changes haven't updated yet. I will let you know once the update comes out but this sounds pretty good. This is the first time I have seen people make damage based on weapon aesthetic which is quite nice. By the end of the day I will unsub and resub in case it is just steam deciding not to update.
War0797 21 Jul, 2020 @ 10:44am 
I am currently trying out the unit changes. I will let you know if there is anything good or bad.
War0797 21 Jul, 2020 @ 2:02pm 
I have tested the Jade Clubs in custom battles. Currently they can fight Black Orcs, Demigryph Knights, Swordmasters of Hoeth and Chaos Chosen. Jade Clubs won all of those battles with a quarter of it's health left. Currently anti-infantry monsters can beat them but with more than half of their health gone.
Jimmy  [developer] 21 Jul, 2020 @ 2:24pm 
Dam. I might have to nerf their ap then. would you happen to know if they are doing better or worse than the old guards?
Funky Monk 21 Jul, 2020 @ 3:12pm 
Jade clubs can beat chosen, but chosen with great weapons just barely! They are way too strong.

The Old Guard on the other hand can stay the same, they are powerful but to easy to aquire. There needs to be a big price and upkeep nerf. Maybe the same price as the chosen great weapons or a little more. Also consider reducing their numbers to 50 or 60 but keep their health total the same as of now, they may get hit more. Also consider a temple requirement tier 4 or higher. Optional: increase the size of Old Guard slightly (it would be a "cool factor" lol).

More testing on the way. Good job with the Golden Guard, but increase there price a little and/or upkeep
War0797 22 Jul, 2020 @ 6:25am 
I agree. In campaign, make them an elite tier unit that can only be recruited in the late game that is expensive to recruit. But don't increase upkeep, it is an economic nightmare. We don't need them to be as expensive as an Ancient Stegadon or Dread Saurian.
War0797 22 Jul, 2020 @ 7:12am 
Currently I find the Ancient Cold One, Ancient Horned One and Ancient Carnosaur to be a bit redundant. I would recommend giving them extra abilities to make them unique from each other.
For the Ancient Horned One, give them a magic/physical resistance since it is wearing golden armour.
For Ancient Carnosaur, maybe give it the Primal Rage trait (something like the Rage from the Norse) . This will make the carnosaur more like it is so angry that it can't feel pain once it enters combat.
Jimmy  [developer] 22 Jul, 2020 @ 9:19am 
ok. i like those ideas. ill give the dinos some love and look into recruitment costs. as for the late game recruitment. i tried to move the old guards into the main settlement for recruitment but just got a headache trying to get it to work. way to many different main settlements to add so i reverted it back to where it was.
< >
Showing 1-15 of 18 comments
Per page: 1530 50