Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
The bit about the buildings cycles though, I thought that once it passes through that cycle those units are just added to your pool, hence the buildings that speed up cycles. Like it cycles through your chaos knight phase, several chaos knights are added to the pool, then the next time you get more will be next cycle. The payoff/advantage being that you can summon the units anywhere and they pile up over time. If that's not how it works then ouch.
My big peeve with his campaign has more been that it's slow, wall-less and reliant on giant lump sums of money to advance.
Also find his units underwhelming. Nurgles thing is slow, beefy monsters/chads, but for how much battlefield control they give up due to their slowness they're not nearly chadly enough. With Slaanesh's troops you're basically in control of the entire battlefield at all times, it takes like five seconds to surround the enemy entirely while dodging artillery and even arrows. Compared to this most of Nurgles battles are a painful slog- and don't even get me started on assaulting settlements as Nurgle with the garbage supply/momentum/slog system. It's as fun as taking an uncomfortable, sweaty nap.
kugath is a lord
-nurglings spawn healthier factionwide
allowing for emergency backupspawning
-yes nurgle is severely lacking in the regeneration
you really feel how ghorst is better at being a nurgle lord then nurgle
-yes a lot of plague symptoms are mediocre
why specify the summon?
-you increase duration with symptoms and tech
-having to reapply buffs isnt really a negative and by the endgame its once every 15 turns
-one direct and one cultist to an army and one direct and one cultist to a town
4 plagues per turn is sufficient with late game plague duration once you can afford them so often
-yes the instant summon has a downside, expected it to have no downside? doesnt even have a recruit cap
lucky nurgle replenishment is good especially since you will have a replenishment/gold building in almost every town
-true early game you heal post battle, nurgle would be good to have some more regen
that doesnt make lizards hard or towns a challenge
-yep warshrines are nice
-you dont need to be on the right turn, it builds a stockpile
once in the stockpile you can summon instantly at any time anywhere
how dare nurgle have a strong interesting and thematic flavor to its buildings
-wtf are you even talking about
the garrison doesnt change, the cycle doesnt matter for garrison
are you using mods that break the game?
and yes you dont have walls you dont have the speed to use, you do have the tankiest units and the best towers
still sad that you lose the hero since that was you monstrous killer, but all garrisons are far too weak
you also have your economic buildings, good economic buildings providing those garrisons
your dedicated economic buildings also having benefits isnt a downside
-have you tried running around
why are you blobbing your entire army with double the melee units as a cathay army into their defensive line instead of walking around while they are occupied
yes plaguebearers should be slower and tankier to properly do their job, and cathay will hurt, but the fights arnt hard
kugath can also fire while moving so the range difference between spells and magic is irrelevant
-true, nurgle units should all be much slower, much tankier, perfect vigor and have some form of regen
but most of all much much slower
Nurgle is poor. That's it. That's the entire reason, and something you already explained. If nurgle had like greenskins level of economy (let alone dark elves), all those things you mentioned might still be problems, but nurgle would be able to overcome those problems without much difficulty.
But to go into more detail the pay off times for your buildings are the worst of any faction and its not even close. The time to pay off on a T1 income building for most factions is like 5 or fewer turns. Nurgle gets 30-60 income from a building in a T1 settlement, so I'm not sure of their time to pay off exactly but its closer to 50 turns than 5. Alternatively you can pay 6000 gold and many turns of growth to level a settlement to T3, and then your infrastructure buildings pay off somewhere between 10-20 turns (not including the 6000 investment to upgrade a settlement to T3, or 4000 if you took it at T2), which is only mediocre instead of horrible. There's nothing remotely close to a 500 cost building that gives 250 income (something several factions approximately have, including dark elves without slaves. With slaves they get 350).
The cycle mechanics I think are bad, because it makes it so you get like 1 chosen great weapon or great uncleaned one by like turn 70, and don't get another one till like turn 90. But you don't actually need those units. That makes nurgle campaign feel worse to play, but does not really make them much weaker imo. That being said, I think either you should get your most elite units by T4 (and T4 could add more cycles for those elite units) so you can at least get something in the pool, those buildings need to cycle faster, or you should get growth faster and the buildings should be cheaper.
Personally, I think its fine for nurgle to not cap out high economically. But I think when your stuff takes like 5x as long to pay for itself as any other faction, its too much. Nurgle infrastructure buildings should be cheaper imo, which would allow nurgle to play a more defensive style with income from what are also garrison buildings, and slowly reach their late game (which even with their inability to make more than 3 plagues per turn allows them to pretty much attrition everything and put pretty insane buffs on all their stacks).
And of course Ku'gath doesn't count as a GUO. No lords count as a unit type when it comes to bonuses to that unit type. Lords are a type unto themselves.
Agreed about plagues, they generally suck. They seem very much balanced for early game, I was expecting research to buff them up to later game effectiveness. I think the duration and infection chance symptoms should be removed altogether, those bonuses being moved into the research tree. None of the choices for plagues should be boring tax choices, shouldn't be "well I'd better choose this or the plague won't do anything much".
Lizardmen are free wins with kugath since they can't do anything to blobs. Ghorst are freewins with kugath since he can't do anything to blobs. Just roll around in a big blob and spam infrastructure buildings in every build slot until there's enough money that you can't spend it fast enough by just doing that.
The plagues are mostly mediocre, but the replenishment one and the resist one are good, and the 6 turn forced attrition replenishment denial one is great on enemy doomstacks. It can even lock down enemies permanently; I had Imrik sitting with 4 stacks on my border, unwilling to move up on me because all of them were permanently plagued and unable to replenish, while I dealt with the ogres and cathay.
Kugath isn't the best 'blast out into all directions simultaneously and conquer a fourth of the map by turn 30' faction' like khorne or vamp counts, but he has no problems holding his territory and grinding down everything he comes across. Only complain of the OP's I really agree with is that the 1-per-turn limit on the three different plague activations is stupid. Plagues are already limited by infection, so I don't see the point of that limitation.
Honestly I think low tier armies are better in the current state of the game. The ai doesn't know how to take direct fights, even if you give them cheats so they can actually produce strong armies. They never concentrate forces, instead preferring to split their army up and send all their forces to whatever part of your base is the least defended. The best way to beat that is spamming cheap armies to take all their undefended territory and combine with garrisons to defend yours.
So when I an build like 1 chosen GW or great unclean one across all my armies 70 turns in, its not hurting me. Chosen GW are complete overkill, but I want to build them anyways. But it feels so impossible, because its so stupidly expensive to get buildings for any significant number of them. Not even just the buildings themselves, I think the T5 settlement is like 20k.
Its one thing when a unit is just weaker than alternatives, like high elf rangers compared to archer spam. But when you have to actively cripple yourself to get a unit, which you do if you want more than 1-2 great unclean ones before turn 100, I think that's too much.
So I'd at least like to see his building costs go down especially for settlement chains and elite buildings. Honestly it would barely even affect the difficulty of the campaign, because if I wanted to just play purely optimal I'd never build a settlement past T3 anyways and I'd probably skip the elite military buildings entirely (I think you get chaos knights from them, which I do think are good, but soul grinders and to a lesser degree forsaken can deal with enemy ranged too and their building is half the cost).
The phrasing used is "provides summonable units", not "stockpile". I honestly had no idea this was how it works, because it's not explained _anywhere_. If it just said +1 summonable units added to summon pool, I would get it, but it doesn't explain that on the building tree or in any popups.
Correct on the garrison. Editing the post.
The rest of your post is ignant/rude/confusing/agreeing AF, but it's steam, I get that, it's like 4chan here.
I like the cycling mechanic because it's unique but it could use some tweaks. All of them provide income too as they cycle which really snowballs when you have a lot of them.
I kinda get the impression that CA wanted to try something unusual with his faction but didn't quite know how to balance it since it's so different from what other races do.
i agree with some, i partially agree with a few and disagree completely with others
i also dont waste time with being polite
kindof weird you played an entire campaign not noticing it added to the summonable reserves, especially since the storage has a cap you expand with buildings
kindof a cause for the impoliteness, im of the opinion that people should know the intricacies of a system to be in balance discussions
even if you did correctly notice that nurgle needs regeneration and durability, this did make you miss that plaguebearers have 30 speed once leveled up wich has to be adjusted if they are going to get the durability buffs they should get
You can create two cultists per turn: One from an army, another from a settlement.
and along with its towers it can defend its towns very effectively
it only has one real weakness and thats monstrous infantry, monstrouscav and SEMs
but thats a general nurgle theme, lacking antilarge
one you will feel considering the close start to ogres, but feeling it and it being significant isnt the same
the lack of walls isnt a downside since to use walls you need to fall back off of them when the enemy arrives wich even with the excessive plaguebearer speed you cant do
all the lack of walls does is give you a choice wich point you defend