Total War: WARHAMMER

Total War: WARHAMMER

Proper Combat Mod
kam2150  [developer] 1 Jun, 2016 @ 1:39pm
Magic suggestions
Hello,

Post here your magic balance suggestions.
< >
Showing 1-15 of 22 comments
Drathmar 1 Jun, 2016 @ 1:53pm 
With combat lasting longer, buff spells/debuff spells should probably have an increased duration, at least slightly.

Also Direct Damage Spells are fine but vortext/bombardment/magic missile spells all seem a bit weak. I would look at upping their damage (slightly) as they have the downside of being able to hit your own troops as well. Bombardment spells especially as they don't even really disrupt formations very well.
I agree with Drath, magic definitely needs a buff, in my opinion, bombardment spells just don't do enough damage. I do think that vortex spells also need a slight increase in damage as well, but not too much. I just think that if a giant flame tornado ripped through a line of troops that it would definitely hurt and cause some panic. When it comes to direct damage spells, I just think that they should last a little longer. Magic Missiles are mostly fine, maybe a slight damage increase so they kill more than they knock around. Buffs and debuffs already work quite well, but an increase in duration wouldn't hurt. When it comes to those wind/push spells, I think that they already are pretty balanced and should be changed minimally.
Drathmar 1 Jun, 2016 @ 5:18pm 
Ya, bombardments make me sad. I was testing spells the other way (waiting for combat to start to get direct hits with vortex/bombardments) and freaking comet of cassandora, did less than 1000 damage to a skeleton warrior unit.
Pepe 1 Jun, 2016 @ 8:49pm 
Honestly, I say magic should be slower to queue after use, and magic should be much much more punishing. This may require some rebalancing to winds of magic too. I would like my top levels spells to just destroy lower tier units outright. Otherwise, I would also say just make it more lore friendly and closer to table top. I don't know much about TT, but I feel however it is there would be a crowd pleaser if accurately represented. Also, a seperate plug-in for magic would be nice. To keep these two mechanics modular. My quick little brainstorm of what should be done if reasonably possible within the game mechanics.

A scenario to help describe my inner thoughts would be:

Do I use this to screw over one or two of their frontline units, or do I use it to weaken/cripple that one elite unit. I only have 1 shot at this...(maybe 2 wth wind buffs).


Seriously, winds of magic should be much more important to how much magic I have available. I should be buffing it, wanting to debuff it (as dwarfs for example who have the runesmith agent to do so), and desperately race to an area with a ton of wind buffs if I want to kick butt with my mages. As of now, I just sort of ignore it and any buffs I get are just a nice bonus.
Last edited by Pepe; 1 Jun, 2016 @ 8:54pm
see if magic can scale per unit size or just make it so it is actually efficient on ultra unit size
Lyle 1 Jun, 2016 @ 11:38pm 
Damage boost across the board. Spells are pathetic in this game with large unit sizes.
Not worth the micro unless you want to see some fireworks
Last edited by Lyle; 1 Jun, 2016 @ 11:39pm
Chara 3 Jun, 2016 @ 3:59am 
I would suggest definitely increasing the durations of buffs and hexes at least 2x couse right now you would prioritize dmg spells as the buffs wont impact at all the way the combat is now.

Lore of vampires for example is totaly useless completely every spell. (Invocation of nehek heals 15 per tick? thats honestly laughable, should be at least 40-50 minimum,winds of death only scatters units but deals minimum dmg) Other magic schools arent much better though thats for sure. (Comet of Casandra deals about 1300 dmg to a unit of skeletons... thats just sad)

Vortexses especially should be more impactfull, they look great, but basicaly just tickle the units and scatters them with 5% of unit dmg.

*playing on large unit sizes, on ultra the spells must literary do nothing for other players*

Love your work and super glad that you are going to do something about magic couse your mod is not compatible with other battle ones, so cheers!

TL:DR - buffs/hexes duration x2 dmg of spells x2 Invocation of nehek 50 heal per tick
Last edited by Chara; 3 Jun, 2016 @ 4:26am
KEN RAILINGS 3 Jun, 2016 @ 1:57pm 
I think your recent magic changes were pretty solid. The only change you might want to look into at this point is extending duration on buffs/debuffs.
Drathmar 3 Jun, 2016 @ 2:47pm 
As mentioned before while waiting for you to have a chance to test and do the magic as part of this mod I've been using a different one, and from it I can say definitely need to increase the heal on invocation of nehek, damage by probably 50% higher than base, or more, and buff duration should definitely go up.

The damage is of course based on using ultra unit size, as spell damage doesn't scale with unit sizes, which is why I think the damage spells seem weak, I am thinking they balanced them for medium unit size so they seem to be very unimpactful on large/ultra.

Last edited by Drathmar; 3 Jun, 2016 @ 2:48pm
Dobroslaw 5 Jun, 2016 @ 3:26am 
Please extend the duration of skills and magic - buffs and debuffs.
kam2150  [developer] 5 Jun, 2016 @ 8:32am 
I will do it tomorrow, today I will add a patch for small morale tweaks.
TROCH22 5 Jun, 2016 @ 8:49am 
I think the duration should be increased also. and a little buff in damage also. When playing it just feels a little weak & short IMO.
kam2150  [developer] 5 Jun, 2016 @ 8:58am 
Yeah, I have no time for testing magic right now so I only increased the damage by 10%, which was a bit of an improvement but not big enough to make it OP without proper testing.
Ilux 9 Jun, 2016 @ 1:08pm 
Hi! I think that longer fights also imply, that all spell and ability cooldowns have to be increased. In general i would prefer stronger, but fewer (not cast so often) spells.
kam2150  [developer] 9 Jun, 2016 @ 1:09pm 
Yes, that is my exact thought that I want to implement next week.
< >
Showing 1-15 of 22 comments
Per page: 1530 50