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Even going out of their way to seek out less defended ones.
Beastmen: can't say much about playing as them, haven't done it. They already seem very weak in AI hands.
Skaven: they're okay, but they suffer from the standard problem of the pre-DLC LLs being very uninteresting to play and strictly worse than later LLs due to lack of mechanics, so I do think taking away one of the few interesting things they have would make them substantially less fun.
Alith Anar: similar to above, I'm very much not in favour of taking away one of the few differentiating things a faction has. "The baseline racial stuff is enough to win with" does not, to me, justify stripping a faction of one of its few unique features. Tyrion/Teclis are also fine balance-wise, but I (and the circles of WH3 players I run in) don't find them worth playing because they have very little interesting stuff going on to differentiate them from more complex HE factions.
Hard disagree on Tzeentch - sure, Changing of the Ways is really strong once you have infinite tomes, but teleport stance affects your viability before that point, and the resource scarcity stage of the game is the most challenging one and thus the one most important to ensure factions are strong enough in. I found Kairos' earlygame insufferable to play back in RoC days (though some of that's personal taste, and some of it would also have been the lack of CoC DLC mortals to prop up the weaknesses of Tzeentch's roster, and the bad replen).
It's clear we're coming at this from very different angles; you seem to think the entire game is too easy, and while this probably makes you qualified to speak for the portion of the playerbase that agrees with you, it does not mean you are objectively correct about difficulty, nor that veterans are the only ones whose skill level the game should be balanced around. (Let me also preemptively say, since I've seen people jump to conclusions about this kind of point, that I am also not suggesting balancing it purely around new players.) I understand that you probably disagree with this in its entirety, but you're very unlikely to change my mind on it, and I suspect I am also very unlikely to change yours, so I doubt it's worth arguing about - agree to disagree.
But even if I say for the sake of argument that the game is too easy and needs to be harder, I don't think taking away teleport stance (or several of the other things I've seen you suggest) would actually fix that problem. The "game too easy" problem is, from my perspective and what I've seen of other people complaining about it, born of the AI being dumb far more than it is of any individual balancing decision. I would love for this to get fixed, but I really don't think it will, given that it's probably to some extent baked into the mountain of spaghetti the code is built on.
Finally I'd say that if you want a hard game, play a hard faction - don't ask for easier factions not to exist. (I'm not going to tell you to go play another game, but I do wonder if you'd be happier that way - I'm pretty sure there are strategy games a lot more hardcore than this one, although I don't follow the turn-based strategy community at the moment. You might also look into rebalance/AI modding for TWH3 if you haven't already.) A mixture of faction difficulties is very healthy for the game, and lets it be enjoyable to a wider variety of players.
That might sound like it contradicts my point about taking things away from factions, but my primary objections there are 1) I don't want them to be too much easier to play against, and 2) I don't want them to be made simpler, especially the ones which already don't have a lot of unique mechanics.
I absolutely agree that Tzeentch campaigns should need a lot of thought to play optimally. But reducing the complexity of the faction is not a good path to that.
(Also, disagree with the idea that more big battles = inherently good, and strategic map gameplay should be sacrificed in favour of bigger fights. I do like me a good hard fight, but if that was all that mattered, I would just go play skirmish rather than starting campaigns.)
For you maybe, i doubt 40 x 40 units battles are that fun for everyone (and yes, you can turn off big armies, but having a endless drip of reinforcements is hardly fun either).
Giving you cheap ways to cheat your way around big battles is baffingly idiotic when that's the main selling point of this series. I repeat, in all TWWH games, I got exactly one such battle and only because this stupid mechanic misfired. On every other occasion either the AI bend over for me or I had some other tool to force the AI into 1v1 (or 3v1s since offensive ambush for whatever stupid reason allows you to reinforce but not the target).
And before you say "just don't use it", well, that's not really much of a glowing endorsement of those mechanics, is it?
Ambush is balanced by requiring the enemy to fall for it. Offensive ambush is "balanced" (giant air quotes here) by being RNG. So it can trigger if you don't want it and not trigger when you want it, so it's impossible to plan around its use. And you don't even get a choice of using it if you want to be the proactive one while Tzeentch's teleport nonsense has no counterplay at all. That's TERRIBLE design. CA has this very bad habit of making mechanics non-interactive and that removes a ton of possible depth.
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Also, if you don't like big spectacular real time battles, what are you even playing TW for? If you want depth on the campaign layer, I recommend PDX games over this series.
At no point did I say I don't like the big battles (in fact, I specifically spoke up in favour of hard fights), only that they are not the be-all and end-all of the game. Of course the campaign map gameplay isn't as complex and I don't expect it to be, but that doesn't mean it doesn't matter. You are missing the nuance of what I say and responding as if I've taken the position in the opposite extreme to yours rather than just one not in full agreement.
I would appreciate it if you could be politer. Nobody's insulting your grandmother's fidelity; you don't need to imply that everyone you disagree with is an idiot every other paragraph. :P
The game is full of bad mechanics so some culling is absolutely in order.
Tzeentch: pretty much agree on both Kairos and Changeling, very much hoping to see Changeling nerfs on the horizon with the SoC update. I don't love the current Tzeentch mechanics, but I've never liked playing as them enough to get to the point where you can just autowin with Changing of the Ways.
Difficulty: I maintain that the issue is AI stupidity, predictability, and exploitability more than it is general balance. I also don't love the way difficulty scaling works - partly because it fails to prop up the dumbass AI, partly because I dislike player handicaps as a way of doing difficulty adjustment in any game, and partly because Legendary is poorly-implemented (I'd take actual difficulty above VH in a heartbeat, but enforced ironman just makes it incompatible with multiplayer because of the multiplayer bugs, crashes, and generally unstable netcode causing saves to get bricked in ironman - ironman and no-pausing-in-battle should definitely be their own toggles, not baked into Legendary).
Difficulty slider also only does so much compared to the difficulty of the faction, and I like that too. Zhao Ming (Legendary/VH) probably isn't easier than Daemon Prince (Easy/Easy), but it probably is easier than Daemon Prince (Hard/Hard).
I don't think the game itself is fundamentally brainless, just overly exploitable, in large part due to the AI. I'm also not sure that should be entirely reversed, just toned down a lot - a theoretical perfect AI would be functionally unbeatable, and I don't imagine that would be much fun. There's a balance to be struck - most people don't want an AI that plays perfectly and can't be beaten, and most people also don't want a braindead AI which just rolls over.
Big battles: this is why I said I like hard battles, not big battles. Some of the most challenging, interesting fights I've had have been small and long, the kind which go on enough for your archers to run out of ammo and have to melee. 60v60 battles are not just beyond the AI's capacity to manage, they're also not humanly microable (unless you want to spend 80% of the time paused, I suppose - not that I don't use pause, but the pause requirements for microing a huge army are, well, huge), and I find the micro more interesting than the macro (though they both have their charms).
Fair! *shrug* I have no particular ideas for Tzeentch mechanics at this time; they're not really my faction of choice. I do think it's reasonable to have the opinion "devs should make more content for X" without doing the creative legwork for them, though.
If you have no idea whatsoever, then it's better if the mechanics are just scrapped and not replaced with anything. Because just not having them is better than them getting replaced with something even worse.
My impression is also that people also did have a lot of alternate suggestions for how siege should work? (Though I'm not sure whether any of those player suggestions were actually listened to.) I wasn't very active in the Steam community in those days, but I do think I remember a lot of suggestions regarding siege changes, not just complaints.