Total War: WARHAMMER III

Total War: WARHAMMER III

View Stats:
Tzeentch Issues and what CA could do to ix them without much effort/cost
Im gonna do this in a Problem/Solution formati

.PROBLEM:
Tzeentch's last unholy manifestation is kinda useless since his power reserve will almost always be full anyways given the numerous ways tzeentch factions increase it.
.SOLUTION:
Make the 15 power reserve be 15 power reserve CAPACITY and remove the inability to move. that way you can use it offensively if you're not trying to cause a rebellion (which, lets be real here.. rebellions are kinda pointless in immortal empires)

.PROBLEMs (2):
(1) Lore cult campus is kinda useless since kairos literally alters the winds anyways and there's already numerous ways for tzeentch to pretty much always be on top of that.
(2) tzeentch corruption spreads veeery slowly compared to others, which results in tzeentch campaigns generally resulting in your corruption being delegated almost entirely to your cities and tzeentch sub factions who easily get killed off. This in turn results in much slower accumulation of your manifestations, as well as the changing of the ways often being far more expensive, and often pointless to use against anyone not an immediate neighbor.

SOLUTION:
Change the lore cult campus so that it generates a SMALL amount of corruption in the province per turn. One of these cults might be insignificant, but over time accumulating them would greatly help tzeentch be able to spread his corruption.

PROBLEM:
Force Rebellion pretty much never works. If I use it ten times its almost guarenteed to be two thousand wasted grimoires with zero successfully rebelled cities

SOLUTION: Just make rebellions have more guys. Or do what they did in WH2 where they could grow. If anybody had a problem with them im totally unaware of it, but currently they serve as nothing but gold generators when they happen to you. Not sure why this was ever changed, or if its only tzeentch rebellions that dont grow.

PROBLEM:
Tzeentch, the god of magic, has three lores of magic... has three lores.

SOLUTION: Let kairos' items not be exclusive to him. once you unlock them let other lords and heros use them too.

My only big ask is that tzeentch gets more lores. like seriously ALL magic in warhammer cones from him. Shards of his very being. I dont even care if you use the models for already existing lords and wizards or anything. Just slap the name "death" or "Heavens" on there and give us the magic. The Empire and elves know more about magic than the god of magic.... bretonnia who's only magic users worship one god know as much about magic than the god of magic...
...THE BEASTMEN know as many lores of magic as tzeentch himself.
Last edited by SpiffyGonzales; Jun 11, 2024 @ 3:03pm
< >
Showing 1-15 of 23 comments
Ashardalon Jun 6, 2024 @ 3:09am 
more lores shouldnt take up item slots
in the end you only want a few spells and cast them often
so removing items for lores is more a nerf then a buff
just have tzeentch spells have a chance to cast another spell of a different lore with the same theme, so damage stays damage, missile stays missile buff stays buff
sure the aoe might be different sometimes so a bit of friendly fire, but thats tzeentch
ad some chaos into chaos , have some chance in the god of chance
SpiffyGonzales Jun 6, 2024 @ 3:11am 
Originally posted by Ashardalon:
more lores shouldnt take up item slots
in the end you only want a few spells and cast them often
so removing items for lores is more a nerf then a buff
just have tzeentch spells have a chance to cast another spell of a different lore with the same theme, so damage stays damage, missile stays missile buff stays buff
sure the aoe might be different sometimes so a bit of friendly fire, but thats tzeentch
ad some chaos into chaos , have some chance in the god of chance

im trying to keep it simple on the fixes cuz at this point i doubt ca is gonna bother even dealing with ass ladders by the time the game is done
CrucialEnd Jun 6, 2024 @ 6:10am 
I think the only realistic thing to do as far as improvements to the game from now on is to either ask modders or learn to make mods yourself. CA have no intentions to fix any of Tzeentch's problems because if they did they would have done it in SoC or even in "SoC 2.0"
Zeek Jun 6, 2024 @ 6:23am 
I think Lore of Tzeentch should be the ultimate "wind" of magic.

Like it should somehow encompass all the other winds together, but make them tzeentchy and apply a secondary random affect or something.

For example, give it a healing spell that also has the chance to apply "on fire!" or +melee attack. And then the lords could have skills that reduce the chance of malus affects signifying tzeentch's favor.
dulany67 Jun 6, 2024 @ 6:38am 
Let Kairos and images choose spells from all lores up to 6 spells. That wouldn't take much more than a ui change.
MadArtillery Jun 6, 2024 @ 8:56am 
The rebellion thing really is super disappointing
AkumulatoR Jun 6, 2024 @ 8:59am 
Rebellion thing is not a tzeentch problem but generally rebellions pretty much never ever win unless the settlement was sacked last turn or some other thing severely lowered garrison health.
bardock2504 Jun 6, 2024 @ 10:25am 
they can have all that if that BS ambush is removed
SpiffyGonzales Jun 6, 2024 @ 10:40am 
Originally posted by CrucialEnd:
I think the only realistic thing to do as far as improvements to the game from now on is to either ask modders or learn to make mods yourself. CA have no intentions to fix any of Tzeentch's problems because if they did they would have done it in SoC or even in "SoC 2.0"

unfortunately i think you're right. CA seems to have just decided to wrap things up quickly the moment 40K TW became a sure thing
Ashardalon Jun 6, 2024 @ 10:50am 
Originally posted by SpiffyGonzales:
im trying to keep it simple on the fixes cuz at this point i doubt ca is gonna bother even dealing with ass ladders by the time the game is done
would it be that complicated
all the lores are already there, just need to categorize the spells
then ad a d4 roll to the cast, and if the d4 succeeds a roll for all the other spells in the category
then place on same spot
its not the easiest thing in existence but its a lot easier then the full rework the faction really needs
SpiffyGonzales Jun 6, 2024 @ 10:52am 
Originally posted by Ashardalon:
Originally posted by SpiffyGonzales:
im trying to keep it simple on the fixes cuz at this point i doubt ca is gonna bother even dealing with ass ladders by the time the game is done
would it be that complicated
all the lores are already there, just need to categorize the spells
then ad a d4 roll to the cast, and if the d4 succeeds a roll for all the other spells in the category
then place on same spot
its not the easiest thing in existence but its a lot easier then the full rework the faction really needs
That's what i'm saying. If theyre not gonna rework tzeentch the least they could do is these little things thatd greatly help the faction.
huey30 Jun 6, 2024 @ 11:39am 
Also have the worst garrisons in the game IMO
Lotor13 Jun 6, 2024 @ 11:43am 
Originally posted by SpiffyGonzales:
PROBLEM:
Force Rebellion pretty much never works. If I use it ten times its almost guarenteed to be two thousand wasted grimoires with zero successfully rebelled cities

SOLUTION: Just make rebellions have more guys. Or do what they did in WH2 where they could grow. If anybody had a problem with them im totally unaware of it, but currently they serve as nothing but gold generators when they happen to you. Not sure why this was ever changed, or if its only tzeentch rebellions that dont grow.

I agree
Force Rebellion is just completetly useless in practice and wasted grimoires
SpiffyGonzales Jun 7, 2024 @ 2:30am 
Originally posted by Lotor13:
Originally posted by SpiffyGonzales:
PROBLEM:
Force Rebellion pretty much never works. If I use it ten times its almost guarenteed to be two thousand wasted grimoires with zero successfully rebelled cities

SOLUTION: Just make rebellions have more guys. Or do what they did in WH2 where they could grow. If anybody had a problem with them im totally unaware of it, but currently they serve as nothing but gold generators when they happen to you. Not sure why this was ever changed, or if its only tzeentch rebellions that dont grow.

I agree
Force Rebellion is just completetly useless in practice and wasted grimoires
i tried to see if maybe it could be used to redirect armies and... eh, not really. usually the city wipes them out and the enemy doesnt even bother
FizzMan Jun 7, 2024 @ 4:53am 
Yep agree on all your points!
< >
Showing 1-15 of 23 comments
Per page: 1530 50

Date Posted: Jun 6, 2024 @ 1:25am
Posts: 23