Total War: WARHAMMER II

Total War: WARHAMMER II

The Amber Kingdom (TAK) | Blood Elf Conversion - BETA
 This topic has been pinned, so it's probably important
Hazard Maks  [developer] 3 Aug, 2021 @ 3:49am
Feedback and Balance Inquiries
Post your feedback and balance suggestions in this thread. I have created a separate one from the Bug Report thread as the focus on balance is now on the way to becoming a priority.

Please remember to put everything into concept when trying to report a balance issue, or even when you come up with suggestions!

For example, for a unit in the campaign, you have to put in mind how is that unit recruited? How much does it cost, any pooled resource requirements, any prerequisites, any caps, and so on...

Therefore it's not a matter of "unit x is unbalanced because unit Y of the Dark Elves is in the same tier and they're not equal", you'd have to put all faction mechanics in mind.

Once you've done that, you can provide detailed re-balance suggestions that I actually take into effect most of the time! Many changes in the Amber Kingdom was, in one way or another, inspired or implemented via you, the community's, ideas and constructive criticism.

Also this mainly applies to the campaign itself, not custom battles. Custom battles are not a viable indicator for balance at all, as you can build an army of elite Amber Guard without having any other effects into mind from caps to buildings and resources, etc...
Last edited by Hazard Maks; 3 Aug, 2021 @ 3:52am
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Showing 1-5 of 5 comments
Yaratchiku 18 Aug, 2021 @ 6:29pm 
Really, really nice mod!
About a 100 turns in and I'm still having fun, which isn't always the case for most mods that add races.

Though some feedback:
The public order penality when you annex something seems kinda meaningless to me. Playing on Very Hard/Very Hard, you kinda wanna upgrade your main region and some of it around you anyways, so the lack of public order is not a problem. And about 50 turns in, with both the building giving you a lot and the tech, you can just ignore it entirely and play as any other faction. I'd say, if the goal was to make players play slower, so they can for example get all the techs, then maybe less of a penality at the beginning and less tech for public order? Also, less public order building, because those are insane.
Segue into the growth. It's absolutly out of control. It's super fun, not having to wait 20+ turns with growth building in all your provinces, but it's also really strong. By turn 30, I had my main settlement to max. And the stuff you conquer also ups a ton. To me, it's both good and bad, in that it's fun, but it's also really Op! xP

Talking about Op, the unit with no recruitment cost nor upkeep. Those are, I feel, always a toss up. On one hand, having good units free is always fun to play and test with, on the other it's kinda broken. With all the amber guard unlocked, it's basically a free army with no upkeep. The cap is nice, but I'd personnally like more units with higher upkeep and no cap than what we have now. Would allow for a slower powercreep down the mid-game, and the biggest powerboost at the end, where your eco is really going. Maybe even keep the cap but with a tad more leeway, to force build variety?
The stats, on the other hand, feel alright. The units are hyped enough in the stat card that it feels nice to have them in hand and 'right' for them to be this good. Nothing I've found yet that's TOO broken and could solo an entire army, but nice interesting ideas. I especially liked the treeman casket of soul, makes it an interesting addition to a W-E army.
Though the spawn dryad distance covering all the map is kinda busted, but I gather it's a bug more than a feature. Otherwise, I'd say that need a nerf quick, because range units just melt with that.

Finally, just my thoughts on the UI, but the red/orange/crimson is killer on my eyes. I have some eyesight problems, and the colors going towards the red are harder for me to read. So, half the descriptions, I have to lean towards my screen to even decipher the letters. And there's LOAD of red text. Dunno if that's worth changing, but here is my word on it, me the random person from the internet =P

Anyways, keep up the great work and looking forward to those redeemers, new LL and features!
Last edited by Yaratchiku; 18 Aug, 2021 @ 6:33pm
Hazard Maks  [developer] 19 Aug, 2021 @ 10:32am 
Thank you for your feedback, it's detailed and much appreciated! More people should relay their opinions in this way, it would eventually lead to good changes (I hope).

For the colored text, I can say right off the bat that someone (even you yourself, it's not that hard) could make a submod for the text and remove the colors, I don't plan on removing them from the main mod as it's kind of established with the theme... But the submod would work best for people that have problems and it's giving them issues!
Noah in da House 20 Aug, 2021 @ 9:00am 
Don't think it's a bug but why do glade guard not get any missile bonuses from the red tree?
glade riders do, but glade guard get the melee bonuses which is pretty useless for a squishy ranged unit.
Hazard Maks  [developer] 20 Aug, 2021 @ 9:36am 
That has been fixed for the next update!
Linarkspain 15 Oct, 2021 @ 8:10am 
Imo, amberblood consumption is way too high. It's a bit like how WE worked before CA reworked them: everything costed amber, and amber acquisition was way too low and requires meta-playing to keep it under control. It would make a more entertaining campaign if the player wasn't constantly forced to look for amber sources. Cities and buildings just consume too much of it.

Also, and this is a problem I'm not sure you can do much about, the main problem for the faction is it's super bad auto resolve (like, the worst AR in the game, probably). This means two things:
1) When the player uses them, you have to constantly play manual battles. Right now, f.e, I'm having to play a manual battle with an elite army (treemen, amber guards, bloodwood scouts...) with full 9 ribbons led by Kel'Avar, REINFORCED by another full army with 4-6 ribbons vs ONE orc army with mid tier units and a 2 monster units. If I AR, I get a phyrric win and loose a lot of units in such an EXTREMELY easy battle. This could lead to problems in the lategame, where you fight several armies per turn.
2) The Amber Kingdom AI always gets decimated in the first 50 turns cause the AR benefits all it's neighbours a LOT.

The mod is top noch in every other content, so many details! Sadly, this AR problem just makes the game unfun, as I'm having to manually fight even the most stupid battles. I know Ar issues are one of the hardest to deal with, but it's a shame :(
Last edited by Linarkspain; 15 Oct, 2021 @ 11:36am
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