Total War: WARHAMMER II

Total War: WARHAMMER II

Sons of Stromfels (Expedition update)(DISCONTINUED due to WH3 modding)(WILL BE RELEASED IN WH 3 )
dilaguna  [developer] 4 Dec, 2021 @ 4:15am
Ballance Suggestions
I see many of you sayed that those units unbalanced, please post your ideas here !
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Showing 1-8 of 8 comments
amansmann 4 Dec, 2021 @ 7:17pm 
i noticed that the units all have recruitment caps but i don't see a way to increase them is this a glitch or am i looking at it wrong?
Frenzlin 5 Dec, 2021 @ 9:10am 
The skills for the legendary lord that buff sharks seem too strong. They end up giving your sharks crazy stats
dilaguna  [developer] 5 Dec, 2021 @ 12:38pm 
Originally posted by Frenzlin:
The skills for the legendary lord that buff sharks seem too strong. They end up giving your sharks crazy stats
Please what numbers can be good for it print it here.

Originally posted by amansmann:
i noticed that the units all have recruitment caps but i don't see a way to increase them is this a glitch or am i looking at it wrong?
Caps are increased through new technologies - 6 tier gives 99 cap of each unit )))
Jojo 6 Dec, 2021 @ 10:14am 
It is a a little overkill
A lowborn can get to 218 attack and defence, with 220 weaponstrengh (without technology)
a T1 infantry can melt a dreadsaurian in less than a minute without taking any damage.
And it is too easy to get those buff

I suggest to nerf the special yellow line :
First, i would propose to give +3 melee attack and +4%weaponstrengh (aggression seems to be the theme of the mod)
Then a second : + 5 armor, + 2 melee defence
And finally +4 reload time, +5% ammunition
And maybe give "the hunger" to all shark unit but lock behind a lock until lvl 30 of your lord.

The goal is to stay balanced, as rolling on every ennemy kill the fun

What do you think?
Last edited by Jojo; 6 Dec, 2021 @ 10:14am
Jojo 6 Dec, 2021 @ 10:29am 
the lowborn have too low hp (a little more than half of normal infantry)
And the big one have too much HP
Sorry if i am too critical
Truth is : i love the mod, and really want to play the balanced version
You are doing an awesome work
Last edited by Jojo; 6 Dec, 2021 @ 11:06am
Sr.VAC 6 Dec, 2021 @ 9:45pm 
pls nerf sea crushers hp
dilaguna  [developer] 7 Dec, 2021 @ 6:43am 
Seacrusher may cause bug if you using old (https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2384235335&searchtext=Sharkmen) + new mod silmontaniusly.
Ollamh 31 Dec, 2021 @ 5:56am 
In truth, when showing it off to the discord we agreed that in general they may need to be toned down, they're strength is huge, it was a joke that everytime someone joined i would click on the admiral and show them it's weapon strength. To show off the units we would pit them against Brettonian men at arms and peasants and one shot from the admiral killed an entire men at arms (30 units) infact we had armies of max peasants and men at arms (About 3-5 units i believe) and often one unit could take them all on and a Bretonnian Lord hero at the same time, we only lost like twice (Sea giant and i forget the other) which is a crazy amount of power, i'm not so clear on how low they should be, but maybe look for similarily powerful units either in the base game or in other mods like OVN and compare? (As in units who you think should have the about the same power level as yours). Apart from that the balancing is fine, we went over it and decided the best Anti-Shark strat would be archery and cav, which is good, every faction should have a strat to beat it.
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