Total War: WARHAMMER III

Total War: WARHAMMER III

Greater Chaos Spawn of Tzeentch (Shadows of change updated)
DracoMcGee  [developer] 15 Sep, 2022 @ 10:22am
balance feedback and suggestions
This thread will serve as a collection of suggestions/balance feedback for this chaos spawn specifically.

Please be respectful to one another :)
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Showing 1-12 of 12 comments
Gruz 15 Sep, 2022 @ 2:36pm 
It seems quite good so far. It does lack a form of defense like most t5 monsters have. Ex. Armor for lizards, regen for skaven, physical res for ethereal/demons, rebirth for phoenix.

I think it's good to stay low armor to keep the fleshy spawn theme. I'd consider increasing missile res to 30% though. That would give it lasting power without making it tankier vs melee. As it dies in 1 good volley from even tier 1 archers.

Or you could give it physical res to mirror the RoR tzeentch chaos spawn. Or you could give it a bigger barrier to promote microing it. With low armor and low melee def, it takes a LOT of damage, and only kairos can get healing magic.

but otherwise it's fine, it's an expensive endgame glass bulldozer. :D
DracoMcGee  [developer] 15 Sep, 2022 @ 3:12pm 
Im looking at giving it regen and a 50% fire resistance (20% counteracted by regen itself)

Its also about to be given a very strong aoe ability for melee, but I do like the idea of giving it a bit of missile resistance if its dying easily to low tier archers.

Hmmm, maybe a bigger base health pool as well to compliment the regen? Rn it does have less total than a group of spawn.
CodeFreedom_ 15 Sep, 2022 @ 6:30pm 
Have you thought of allowing Vilitch to aquire this through gifts or even eye of the gods event?
DracoMcGee  [developer] 15 Sep, 2022 @ 6:45pm 
Vilich got access via the upgrades in the last update
Gruz 15 Sep, 2022 @ 9:29pm 
If you go with regen, that would be more than enough. It's unbreakable so it will stick around until the very end. Definitely would be good on the tankiness without compromising its spawn theme.
DracoMcGee  [developer] 15 Sep, 2022 @ 9:58pm 
Lmk if it needs to be toned down a bit.
From my testing it will still lose very handedly to other single entity monsters, but it's a very powerful infantry blender.
I'd say its in a pretty good spot, except for the fire breath. Its really overpowered right now, a single blast can totally shred multiple blocks of infantry (including monstrous infantry that usually arent hit very hard by attacks like these) and you can do it with much greater consistency than say, a dragon using their breath attack. Either reduce the damage, make it so that you cant use it while in melee or reduce the uses to 1 and compensate by giving its ranged attack a bit more ammo.
Dairak Logrus 11 May, 2023 @ 2:30am 
so balance now?
DracoMcGee  [developer] 11 May, 2023 @ 3:40am 
@dairak what's your question?
Dairak Logrus 12 May, 2023 @ 10:42am 
Originally posted by DracoMcGee:
@dairak what's your question?
i mean balance this creature for vanila people write that it is too strong even for units that have resistances against such creatures
DracoMcGee  [developer] 12 May, 2023 @ 11:56am 
It is countered quite easily by other large monsters, especially anti-large monsters,it will die very easily to ranged fire. It wont lose to anti-large infantry since it is an anti-infantry unit.


Do you have any specifics?
DracoMcGee  [developer] 12 May, 2023 @ 12:09pm 
Ex. What is it winning against that it should be losing to? What units does it kill too easily?
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