Total War: WARHAMMER III

Total War: WARHAMMER III

More Ferals for Lizardmen
 This topic has been pinned, so it's probably important
zerg93  [developer] 10 Oct, 2022 @ 12:29pm
Balance tweaking
Before posting a balance suggestion take notice of the following:
-Aside from some exceptions (Broken Op units that need to be nerfed) balance Is always more of a subjective matter than an objective one.
Please respect everyone's opinion (as long as they are reasonable) and don't harass each other over balancing suggestions.
-Be polite and don't get angry if Your suggestion doesn't make It.
-Don't get angry if my replies seem "cold" or "aggressive".
I say this because during Warhammer 2 I received some comments like "don't need to use that tone dude" while I wasn't using any at all.
I'm a blunt and direct person and some of my replies may look aggressive but I can assure You that they are not.
< >
Showing 1-2 of 2 comments
Holodoc 6 Jul, 2023 @ 12:42pm 
Hey, I've been enjoying the mod but I feel like the Greater Feral Dread Saurian is not worth its cost because its doubled size makes it much more vulnerable to missiles than a normal Feral Dread Saurian. It would nice if either its melee damage/health missile resist were increased but its cost would probably need to be increased significantly. Another option is for the greater feral dread's size be decreased to be only 25-30% bigger than a regular dread saurian and then increase the weapon stregnth, health by 25%, but also increasing cost to 2.8k.

The Greater Feral Bastiladon could also get rid of 5% Physical, Missile, Magic and Fire resistance for 5% wardsave. Just does the same thing as live but makes the stat sheet easier to read.

Also, it would be nice if some RoRs were made of some of these new units, but most of the units are already pretty solid.
zerg93  [developer] 6 Jul, 2023 @ 1:09pm 
Sounds fair, will see what i can change.
< >
Showing 1-2 of 2 comments
Per page: 1530 50