Total War: WARHAMMER III

Total War: WARHAMMER III

The Jade-Blooded Vampires: Curse of Nongchang
Large Feedback
After having played with this mod until end-game I have a few comments.

First, AMAZING work. This is probably my favorite mod someone did for Warhammer 3. Which is why it's probably the only mod I'm going to give so much feedback to. The creativity in unit design and effects was top notch. The art was phenomenal. And I am a large fan instantly.

There were a few updates since I played so some things here may be fixed, I'm going off my imperfect memory.

- The #1 issue during combat is that the units from this mod visually cause a large drop in video performance. I didn't pinpoint exactly which units are doing it, but I think it has to do with so many visual effects atop one another, black auras of death and so on. It pushes that shader and alpha blending to the max, and that can make things quite choppy. I'd say this was my #1 issue during play which is why I mentioned it first (I'm on a 3060 ti card for reference).

- The lord, after reaching the skill that turns her into a mounted unit and a AMAZING avatar of all the evils of Not-china, (I loved the look and theme), caused desync during combat once she started attacking things. That was a major sadness as I was worried about ruining the game for the one I was playing with I chose not to fight with her anymore.

- Generally I love all the magic and creative effects of the spells, but I lament the lack of burst AOE spells on all the new lords/heroes. I found myself needing a necromancer to gain Winds of Death and remain effective in some combat scenarios where vampire lords shine. (Hello, Skaven, you blobbed up, say goodbye to those rats!) If the intent is to remove all the vampire count units or replace them, this could be a huge loss in terms of effectiveness and turning some battles.

- I would have liked to see more units appear in the Raise Dead mechanic than the hungry ghosts. I thought this was disappointing in particular as it's a major mechanic of vampire counts.I know the goal is to get away from vampire counts as it's own faction, but I'd say it's fairly crippling to the vampire count gameplay style.

- If they become their own faction, certain gameplay elements disappear, such as the ability to confederate with vampire counts. Maybe that's a good thing, but it is something to consider I think.

- I did end up with a vampire hero from a random event, I wasn't sure if you were intent to replace the vampire hero with another in the future, but the vampire hero is very useful in vampire count armies and I would hate to see that vanish as an option.

- The bloodkiss was intentionally disabled, and while there may be no intention of allowing those specialized lords, there are the effects of the bloodkiss that allow selection of important gameplay bonuses for the faction. If the bloodkiss is gone, I'd consider looking into some research tree or some mechanic to pull in these bonuses and grow them.

- I forgot the name of the "Necromancer" hero (You start with one) but she was not giving her Yin/Yang bonus when near units. She was the only entity I noticed in battle that didn't.

- Lack of epic items was a bit sad, but I figured it is beta and you are still working on it, so I just made due. I'm not certain your future plans so just thought I'd mention it.

- I missed the massive mounts of Undead Dragons and Terrorgheists of the other vampire lords from conventional counts. They tend to help with blobs of enemy infantry and such. I forget the name, but the pegasus horsy thing is nice, just like the mass and strike area of larger mounts for them and such.
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TYKATYR 20. jan. 2023 kl. 0:10 
I posted elsewhere but I just saw this section, so I post again, maybe it's better here :D
I finished a campaign with them and it felt fun to beat everybody. Now I tried a few custom battles AGAINST them using this composition: spirit host frontline, occultist with summons x2, pale lady x2, yaoguai x 1, the dancer x1, plus the maiden of black lotus on her carriage. They are unbeatable. I tried different factions, different army comps, tried range (kislev with Ice guards), tried single monster entity , tried magic attacks . Every attempt was a solid defeat. I would say playing against them it's not fun. It's frustrating. The Ice Guard with Swords can't beat Spirit Hosts. We are talking a tier 3 unit with magical attack, against a tier 1 unit ethereal ...
I would suggest:
-for Pale Lady, at least remove the haunting curse if we manage to kill her. The countdown ends if Pale Lady dies. It will feel more fair and encourage to focus her down.
-nerf for Spirit Host, maybe instead of crumbing use banish ? remove the mortis engine from them? remove the cursed touch? make them tier 3? make them non ethereal? they are raid bosses, even when broken they are so hard to completely kill :( plus the are so many ways to free summon them
-Review the mortis engine an all units.The effect is stronger then on the real mortis engine: 16-36 on the original one vs 24-48 an all jade vampire units, plus it debuffs armor by a lot, not that it matters anyway ...
-Maiden of Black Lotus on her final mount it's god mode :D
-I though Gate of the Spirit Realm only 1 cast was on purpose because how strong it was. Pit of Shade and a very strong summon that even further regenerates your winds, for 15 wind of magic

Playing against Jade Vampires it's like playing against a raid boss on steroids :D I sound critical but I really like the mod :) Just want to put out my experience about balance.
Sidst redigeret af TYKATYR; 20. jan. 2023 kl. 0:10
gitrekt 26. sep. 2023 kl. 18:29 
I get the "warning low gfx memory" while using this mod lol...its because all the units have so much effects and flairs attached to them...
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