Total War: WARHAMMER III

Total War: WARHAMMER III

More Skills (+Skill Dump) (Updated for 6.0!)
Chidorah  [developer] 4 Sep, 2023 @ 1:58am
Mod Feedback
Opening this discussion as an outlet for feedback. This is not a request thread, it is unlikely I make updates based solely on comments here. However, I am curious on how people feel about the general balance and which skills are weak/strong, how they could be improved, a new skill to add (even less likely due to the effort adding skills is compared to tweaking them, but who knows). Again, please don't expect updates to this mod based on that feedback, but feel free to share.

And PLEASE, this is not a place to request mod compatibility. I have a locked thread for that now, not taking in requests for mods.
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Showing 1-12 of 12 comments
AI-Man 12 Jan, 2024 @ 8:55pm 
Hey, first of all i really like your mod, the balance is almost perfect for me (not too weak, not too strong). I do have one suggestion about the "Enduring Expertise" though, i think the two passive abilities are a bit too Op and redundant if you have two or more lords/heroes with them near eachother. they could be swapped for even more resistances or another kind of passive ability. The glittering scales makes the actual item useless as they dont stack and the warpstone armor isnt really to my liking having it available for every lord and hero in the game, maybe you can come up with different passives? what do you think?
Chidorah  [developer] 13 Jan, 2024 @ 8:22am 
You're not the first person so mention those passives being too strong, so it probably will be changed next update ( think next game update is February, so I'll prep to have it out that day). I personally never take it, so I may just be missing out on its impact.

For reference, I use item passives on purpose, I don't care if it means a character can't use a specific piece of armor with it, they can choose another. What I wanted to avoid was passives that any character wouldn't be able to avoid. Nothing feels worse than a "wasted" passive that you can't avoid because it could be baked into your character's kit (whether from the beginning, or from tech/skills/traits). I could "create" new passives if I was talented which would be ideal, but I'm not putting in that effort (who knows for the future).

I wanted a passive that affects enemies, not something to make the character even tankier since the stats already do that; a benefit to being tanky and proactive in combat. I will change it up somehow, but not by too much since I don't want it to feel even remotely "weak" for anyone who already has it on all their melee characters in a playthrough.

I may go the route I went for ranged and try to find them a powerful active ability, maybe an aoe explosion around them, rewarding the ability to stay alive in combat for extended periods between uses while also not being braindead like warpstone.
AI-Man 25 Jan, 2024 @ 9:51am 
hey I've been using your mod for quite sometime, and i have to say the arcane expertise is also kinda broken OP, the - winds of magic cost, simply make some spells free which makes them unable to trigger the lore passive. and the other more expensive spells start costing from 1 to 5.
i feel that i basically have infinite mana and can solo sieges with just one mage which is boring. (like with lord kroak spamming nukes for free)

i don't know what kind of suggestion i would give, but maybe + wind of magic reserve // + spell mastery // Barrier

And to add, i feel less stressful having passive abilities over active ones since i suck at micro, so maybe even change the ranged expertise skill to a passive one like "Hawkish precision" or "unending volley". there are so many passives that could be useful not op nor require insane micro. Like the Martial expertise is a perfect balance
Last edited by AI-Man; 25 Jan, 2024 @ 10:25am
AI-Man 26 Jan, 2024 @ 11:41am 
I've been playing with this mod for a while and i must say the passive skills are much more convenient since i suck at micro, i even have a mod that changes active skills to passive ones, maybe you can find some cool ideas to implement, im sure there are a buttload of skills you can look into
AI-Man 29 Jan, 2024 @ 9:49pm 
oh and btw if you are going to change the capstones skills for enduring and ranged expertise , please make them passive instead of active, the less buttons i have to press the more i ca focus on microing my army
Chidorah  [developer] 31 Jan, 2024 @ 7:55pm 
That hasn't been my experience with the arcane expertise, where the -15% cost is driving costs to 0. If you can provide clear conditions for me to replicate using this skill, I will try and do so using my testing mod. I will keep it as-is for now.
AI-Man 31 Jan, 2024 @ 11:06pm 
ok so you just need lord kroak with max skills + Yuan Bo's defeat trait and see if the the spells are cost free
Chidorah  [developer] 1 Feb, 2024 @ 4:31pm 
Okay, I was able to reproduce. The issue was not the skill being too strong. The issue was that the effect I was using was duplicated, meaning ALL effects that lowered WoM cost for all lores was doubled. So the skill actually gave 30% cost reduction, and Yuan Bo's trait gave another 40%.

I fixed it so it now behaves as expected; Since I haven't played since before Yuan Bo came out, I never got to see it that extreme to notice it.

Thanks for the feedback.
AI-Man 1 Feb, 2024 @ 11:31pm 
thats awesome! glad to be of help. I can be the ultimate tester of your mod haha, btw i just noticed your changes to ranged and enduring skills, and they are perfect, its exactly what i would have done, same ideas giving ranged passive and enduring a skill that makes him more tanky than dealing damage, so now you have to choose between martial for damage or enduring for tankiness. Everything else is fine, if you ever want to add or change something in the future we can discuss further suggestions/ideas here.

Thank you for making this mod ! its now a must have for me
AI-Man 28 Feb, 2024 @ 11:01am 
hey there, i'm here with another suggestion : currently arcane expertise gives "Giver of arcane glory" which is a nice buff to have except to get it up to 20% the entities deaths must be within 35m of the caster which usually not happening since the damage spells are generally long range 100m+, so i'm wondering if you can find a way to add spell intensity to the caster in some other way, maybe with another skill, also it doesnt have to be stackable between casters like mastery of the elemental winds so its not OP or useless for cathay
pointman 18 Sep, 2024 @ 3:48pm 
I'm new to modding. Still learning RPFM and understanding the relationship between all the files. It's a steep learning curve. Anyway, since the devs have broken skill modding by limiting us to 10 nodes per tier, 40-49, that means using multiple skill mods is out. So, I noted that there are some nodes open on your table where I could add some skills from other mods. One thing I've noted is that no one uses indent 3. Is there a reason for that? I'd also like to know if, during this process, you'd be willing to help me with questions and guidance. I'd appreciate it. Thanks for the work.
Chidorah  [developer] 12 Dec, 2024 @ 3:45pm 
@pointman, that's a good question. I think I skipped it because it's kind of in the middle, which can look a bit silly. Having the bulk of the skills sitting in the bottom 2 tiers looks a lot nicer I think. Also, the thought was the unique/lord specific stuff at the top since that stuff is usually there, army stuff in the army tier, and campaign stuff in the campaign tier.

As you can see, I don't check in here very much anymore, life keeps going. If you're still interested in it, I'd recommend getting into Da Modding Den discord for all discussions related to modding; there's plenty of people who'd be willing to answer questions and provide resources. Feel free to reach out if you have questions for my mod specifically, and I will try to respond when I'm able to.
Last edited by Chidorah; 12 Dec, 2024 @ 3:47pm
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