Total War: WARHAMMER II

Total War: WARHAMMER II

ER: Kislev Reborn
bromega 21 Sep, 2020 @ 4:19pm
My "review" of the mod after winning a Legendary campaign Long Victory
Hello Decomposed. I wanted to actually have a little bit of experience before I said anything more about the mod. Well, I think i have earned SOME sort of place for critique. I just achieved Long Victory conditions on Legendary difficulty with Kislev. The first 100 turns were very challenging and at the end of the day, I felt like I had a well earned victory. Overall, I think this is one of the most fantastic mods I have ever played in my life and I hope to see it continue to be worked on... hopefully with some thought on some of my critiques as well. If i turned my brain off a little bit, i felt like i was playing a new DLC. So good work guys.

Here are my praises:
-Extremely well done in game models. Most of them are truly DLC quality, I especially liked the Strelsti and their coats.
-Genius tier rigging on the Lions to get them to fit the Bears
-You seem to have a general idea of the flow of the campaign (building up resilience and preparing for Chaos), and are building around that
-Slowly taking over the Oblasts is very fun. My allies didn't last long. I was fighting Norsca and Moulder for about 75 turns straight after dealing with Sylvania and Azhag in the beginning.
-The tech tree is not bad at all. I felt like my kingdom was progressing
-The unit cards are not only good to look at and useful, they seriously look better than the warden and paunch monstrosities we got this last update. I like the cool blue background for the ice theme. Special shout out to the ice witch unit card. she looked cute heheh
-The UI is a bit overdone, and i wish it was more subtle, but overall i like the direction you took with it (but seriously, make it more subtle or use a different tileset)
-Tzar Boris is a cool guy
-Really cool regiments of renown that seemed to have unique use cases

Here are my critiques:
-The heros, though nice to look at, really suffer from a lack of identity or useful skills or roles. Besides replenishment I wouldn't have ever used a Ursun Priest for any tactical reason and would have preferred Kreml Guard or really anyone else. The Boyar was useful to tank but, again, had no cool skills or buffs. Just generic.
-Lack of other lores of magic or a more useful Ice Lore
-Kislev overall just lacks tools in the toolbox that many other races have. Even a few rites, or something! anything! to help. I was thinking of a rite that creates an icestorm to cause attrition would be fantastic, thematic and useful from a gameplay perspective considering how you are being invaded from the very first turn and always will be
-The roster is great and the buffs to cavalry is good, but simply just doesn't stand up to late game doomstacks of other races ESPECIALLY on Legendary. Being a more melee focused army doesnt help with that but considering that you will be facing dozens and dozens of stacks of Chaos, Norsca and Moulder within 5 turns at a time... we just need more killing power.
-The red line just didn't seem that useful. Like, melee defense for streltsi? which ones? the halberdiers? It doesn't say.
-Tzarina might legitimately be the most useless legendary lord in the entire game. Her unique ice magic is some of the weakest stuff i've ever seen in this game. I'm talking overcasting her AOE attacks into blobs over 4,000 beastmen and coming out of the fight with 120 kills at the maximum (where a generic fire lord would have had more like 5-600). This was especially evident when I went up against an advanced spellcaster like Morathi who made Tzarina look like a complete joke in every single way, melee, magic, everything.
-Generic ice magic isn't bad and not nearly as bad as Tzarina's stuff, but overall i just felt like i really only had melee and really really bad gunpowder weapons for my faction.
-Economy took FOREVER to get started and that was with minmaxing every single possible way I could
-I know Kislev isn't a gunpowder faction, but they need some buffs badly or even a dwarf engineer type of hero to buff. Kislev Techpriest type of guy to help with range and fire rate. To fight Chaos you NEED the armor piercing ranged but the streltsi, at max level and every buff available, just didn't pack quite the punch they needed. I always made do, just way slower and more painfully than if i was using any other factions armor piercing late game ranged to deal with overwhelming odds and large units. The archers get outclassed as soon as youre in the midgame.
-The way resilience is set up you will be screwed for a long time before you start making any resilience progress. If you can game the system, that's actually good. I was able to farm rebellions due to the resilience mechanic for like 40 turns straight. But the -20% movement range often wasn't worth taking if i'm in any sort of serious campaign against an enemy (i like the idea though)
-I Know the voices are going to be difficult, but there's got to be somewhere in the voice files to replace or remove the FOR THE EMPEROR stuff. Just replace all the unit barks with generic SPEARMEN and samples from the Kislev diplomacy stuff. Even just "Kislev" lol
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Showing 1-13 of 13 comments
Song 23 Sep, 2020 @ 8:19am 
I only played a few min to test if it was working so I can't comment on anything gameplay wise but I 100% agree with the UI statement. I loaded up and the UI is very aggressive on the eyes.
bromega 23 Sep, 2020 @ 10:58am 
yep, like i said, i appreciate going for the idea, but it just stands out too much. it needs a much more calmer or subtle work. UI work can be pretty difficult considering they can't really change the shape of anything, just the textures that sit within the Empire shape. My guess at least.
Decomposed  [developer] 25 Sep, 2020 @ 12:39am 
Huge thanks for the detailed feedback! We will look into improving the mod as much as we can.

P.S. We found a way to remove the "for Sigmar" voices (in the next update)
Cooked 26 Sep, 2020 @ 6:45am 
Yeah, I'm loving the mod so far and I agree with a lot of your points. The redline is quite underwhelming even compared to say Brettonia's buffs for peasants and some units like spearment are completely left out on redlines from my experience so far. That being said, I don' think Kislev's AP should come from guns, that makes the faction far too similar to the Empire in terms of gameplay and units. An emphasis on horse archery and such should bring out their Ungol and Gospodar side more.
bromega 28 Sep, 2020 @ 10:28pm 
AP ungol units would be great too, i personally never touched any Ungol units except for the cool hero they have. He just looked cool literally that was my use for him. Was a decent duelist.

@Decomposed thanks for reading my feedback.
Last edited by bromega; 28 Sep, 2020 @ 10:29pm
ForkMeEye 6 Jan, 2021 @ 11:05am 
Yeah Lords and Heroes need some working imo. They just aren't interesting at all right now but great mod non the less
Warnoise 7 Jan, 2021 @ 6:33am 
Amazing review. This is a work of art and I think the the creators can still expand it by adding more campaign mechanics (like sandstorms) and more units (regiment of renown that do magic dmg?)
Decomposed  [developer] 14 Jan, 2021 @ 1:57am 
We added 5 more skills to Lords to make them more interesting. We will look into making more RoR. Thanks for the support.
Pooh 27 Jan, 2021 @ 1:45am 
>"Literal Reta*d"
>Says everything I would say after I finished my Tzarina campaign.
>Question self LOL

Really good thread tho, have some treasure! <3
Last edited by Pooh; 27 Jan, 2021 @ 1:47am
gongoozler 11 Feb, 2021 @ 12:51pm 
Kislev really needs a ritual that causes damage to all forces that linger its land, like Ice Queen used in ET to greenskins. For visual effect, u could copy the ritual of Sotek or ritual of Sandstorms.
bromega 12 Feb, 2021 @ 7:49am 
Completely agreed. It is thematic but also necessary from a strategic standpoint. So many people just walk through Kislev lands constantly being right in the middle of several axes of power.
Linarkspain 26 Feb, 2021 @ 7:40am 
From what I've been trying, resilience is a bit too punishing, specially at the beggining when you are weaker (-5 to leadership can be insane), and Kislev doesn't have neither the economy or rooster to allow the faction to have a weak early game, specially as they are facing Chaos and Norsca soon. 25 resilience per battle against "evil" armies at the cost of -20% (!!!!) campaign movement is also very unbalanced and risky. It should just give you resilience, just as most other races get good post battle treatments without being severely punished.

A buff to the rooster would be fine too, I'm finding it a bit weak compared to most factions, except for cavalry (gryphon legion is an awesome quality/price unit). Not horrible, but a bit weaker, specially in terms of ranged power, with red line buffs providing Weapon Strength and armour to gunners, for example, and very weak frontline with no shielded melee units (even bretonnia has!). And it also seems the faction gets very low regional growth.

And for gods sake :D, please buff Katarin and Ice Magic! I'm 100% with the OP, she is a bit underwhelming as LL.

With some tweaks, the faction would work perfectly. It's clear you guys understood how a faction like kislev should work :)

P.S: the models are a blast
Last edited by Linarkspain; 26 Feb, 2021 @ 2:13pm
Zooasaurus 18 Jun, 2021 @ 7:47am 
I absolutely agree with most points here
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Showing 1-13 of 13 comments
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