5 Lords that Need a Rework!



#warhammer #totalwar #multiplayer #landbattle #dlc #rts #omensofdestruction

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25 thoughts on “5 Lords that Need a Rework!”

  1. My three ideas; Rapanse: give her Icon of Devotion and make her a fast grail reliquae (maybe for an additional gold cost, like a selectable ability). The numeric buffs aren't that great, but having a horse-speed ITP generator is golden for Brettonia.
    Epidemius: So for him I had a great Idea. You know how Nurgle now charges based on enemies being affected by debuffs? well make his tally ability strengthen debuffs, like make them last three times as long at full charge, maybe even being a mortis engine or causing a leadership penalty vs debuffed targets . He would still get owned by archers, but anything that closes in is going to regret that poisoned debuff even more.
    Tretch: I really feel like this guy should be able to give stealth to nearby infantry. Not to the monsters or war machines, but his story is outflanking and surprising enemies with his troops through surprising cunning and secret routes, so make him a Skaven coatl.

    The suggestions for Krokgar and Teclis don't have much to add, tbh.

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  2. I disagree on your opinion on deadly onslaught Frist a 60% charge bonus is 67*1.6=107 so it only gives him a extra 40 attack and damage, and while that will be more useful in the latter seconds of the charge bonus its not game changing. Instead deadly Onslaught gives 663 weapon strength or a extra 130 damage per hit for 31 seconds. That is a extra hit for every 4 attacks and with his +30 bonus vs large I don't see him missing other large monsters that often. Bonus damage is also far more useful vs high health models or single entities which are often large anyway. Problem is His weapon strength is just to low this is fixed in campaign though his last defender title (+1% ws per level).

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  3. Trench should get unflankable and a bunch of missile resistance. That way you could take him with only Stand or Die and pay maybe 850 points or so for a tiny lord thats really hard to kill and can fight large slow enemies somewhat.

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  4. The only change Teclis needs is to remove that stupid ****ing bird of his.

    As for Tretch…I want CA to toy with the concept of pre-combat deployables like landmines, traps, and ramparts. Tretch barely has any lore, but the few he has done is he sets cheats and sets up his victory.

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  5. before watching: honorable mention to Throgg who needs a complete voice redesign. I also don't really like that mod that changes his voice. It isn't monstrous enough. He needs to have a guttural, beastly voice, not just a "deep voice," but speaking like you'd expect a charismatic, intelligent warlord to be, but you can tell he is absolutely not human.

    I think he looks kind of generic too but I imagine that is more so GW's fault than anyone's.

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  6. Kroq Gar I think is close to being good and he definitly does work if hand of the gods is good in a MU. His best mount atm is the horned one imo.

    It's kinda weird why epidemius doesn't work. in theory the extra melee attack for plague bearers should be really strong cause they are basically saurus warriors with pretty insane WS but low MA. it's probably just grindy inf being weak atm and nurgle as a faction sucking balls

    Tretch feels okay, he's just a cheap tanky dork that can't really be sniped in melee. Just giving him more speed buffs could be okay so he can run around more and be even more annoying to kill. And maybe make him a bit cheaper. Maybe also immune to flanking so he doesn't take backshots while running away. I like that he is still relatively snipeable by spells, you already have different anti spell snipe lord options on skaven. Afaik he is also already solid in Dom.

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  7. Deathmaster Sniktch rework i want most. He shouldn't even be a lord, should be a goated assassin and a hero. Give him some sort of ranged shuriken ability, maybe a teleport or an escape spell with an actual assasin ability like all other assasins get

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  8. Non-lord daemonic Nurgle units that weren't mentioned: plagueridden, rot flies and plague drones, soul grinders, furies, BoNs, and GUOs. On top of daemon infantry and your toad-based units, that's a fairly broad set of units to buff, and I don't know where "they already have high melee attack but low damage" is coming from.

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  9. As you brought up, Teclis in lore hates animals, so that insanely high price for the Arcane Phoenix is nowhere near expensive enough to get him to be willing to ride it. Never should have been a mount option for him to begin with. And if you say "He'd suck without it!" then that's a problem that would need to be fixed, not a simple band-aid solution like giving people who never had mounts more and more powerful mounts. Wulfrik is another example of a character that sucks at his job, so they gave him an OP mount instead of making him function at his job.

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  10. Kroq-Gar needs to have his spear as an item in MP;

    Maybe give him magic damage by default, and have the actual item give him a contact effect and added weapon strength or something. I always thought he was super weak, you really never see him in play at all except back during the TWW2 early days.

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  11. Aranessa should dismount once she drops to 0 HP, then respawn on foot to swap from support to duelist and make use of those cool animations. Wouldn't even be that strong in her current state.

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  12. Trecht is ok because we need shit lords so that we have a low point. And aranessa should get a water unicorn mount with 110 speed + 300 health and she would be fine because her biggest problem is she is slow and the other lords are very good but than she could have a niche.

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  13. Tretch should get devastating flanker in mp too, because he innately has it in campaign and it's what his ENTIRE kit is built around. It's why he has the unspottable stalk ability, so that he can flee melee and come back to charge a flank. IDK if that makes him good per se, but it al LEAST makes his mp design coherent instead of having abilities that seem super out of place. Also he should have AP dmg… like he basically has a halberd with how massive his one weapon is.

    His Lucky Skullhelm is better with devastating flanker in mind too, but I always thought it was way too much of a gimmick. Especially with how "combat potential" is in the game's calculations of determining who should be "winning" melee combat — like that it's biased towards multiple units when fighting less units for example, so if Tretch is fighting two units then the item will be more likely to be active even if it's a pretty even or favorable fight. I think one change they could make is that Skullhelm is always active, but only out of melee (maybe with a short cooldown recharging out of melee, IDK balance). This makes it really hard to spell snipe him as long as he is able to flee melee and not get pinned down by higher mass (which he does have anti-large for, although it's not an ideal situation for him either way). So I think this makes it a lot easier to play around as both the Tretch player and also the Tretch's opponent while still playing to his style and theme.

    I think they can keep a "losing/winning melee" passive effect somewhere in his kit, but it's not ideal in it's current implementation. I can think of two ways they can do this:

    1- They already figured out ONE way to properly do these sorts of effects with the empire flagellants' "Strength from Penitent" ability — The condition isn't what enables the ability, it's what recharges it. This way the ability's effect isn't even able to oscillate between on and off, therefore becomming a lot more reliable and consistent.
    IDK what duration and cooldown would be balanced for the "Tretch's Raiders" ability in this context, but I think a good starting point would be 20 sec duration and 5 sec cooldown and the ability no longer targets all units in range, only 1 or 2 (prioritizing winning units and higher tier units) but since the ability originates from Tretch it would obveously need to recharge when those targeted units are winning, not Tretch. This option keeps the essence of the "unit is (actively) losing" condition from the original ability and adds consistency in exchange for the introduced cooldown.

    2- They could do something similar to the Norscan "Rage" ability where the ability is always active with no conditional, but the intensity is increased by the condition (This version doesn't really need to target a limited amount of units as I think it would be overall weaker compared to option 1, so I don't think that's necessary). The longer that affected units are winning, the more melee attack and weapon strength they get. This option keeps the "100% uptime" part of the original ability and adds consistency in exchange for initial potency.

    ps- Whenever I say unit I mean a full unit, not # of entities. Putting this here to avoid possible confusions.

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  14. Disagree about epidemius – his buffs are really really good, and he's great for making plaguebearers do well against factions without a good way to bring magic damage in the front line and which can't shoot him down easily – e.g. GS, LM, SKV, NRS, etc. And Plaguebearers have great WS (48!) and bad MA. The Physres makes them VERY tanky.

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