Total War: WARHAMMER III

Total War: WARHAMMER III

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New rampage mechanics are awful and were implemented with no forethought and literally zero testing in campaign
Literally no one asked for overhaul of rampage (maybe one whiny ♥♥♥♥♥♥♥ who lost in MP battle when Witch Elves or that Daemonette RoR rampaged some of his crucial units).

The former two token rampage system was something that actually worked but right now you get absurdity like starting battle in campaign with somewhat damaged lizardmen units and your whole army goes into rampage.

CA should just rollback that ♥♥♥♥.
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Showing 1-10 of 10 comments
madlarkin8 Feb 23, 2024 @ 3:15am 
2
you have to take damage at that HP level to trigger rampage. Your army only goes on full rampage at battle start in your theory crafting, for the purposes of posting this discussion, not in the game. try again.
Burgerpunk 2020 Feb 23, 2024 @ 3:31am 
Originally posted by madlarkin8:
you have to take damage at that HP level to trigger rampage. Your army only goes on full rampage at battle start in your theory crafting, for the purposes of posting this discussion, not in the game. try again.

♥♥♥♥♥♥♥ ♥♥♥♥♥♥♥♥♥, try to actually play a campaign with units that have rampage instead of running skirmish vs AI on full health army, anything with rampage that is already damaged below the HP threshold starts rampaging from the start of the battle.
Enelith Feb 24, 2024 @ 11:53am 
Wouldn't Coatl fix this problem (and give them another purpose) through Master of the Sacred Places (Stop rampages when flying, affect Ground units) ? ~ didn't try, but noticed it got this updated ability ?
Amphibian Artillery Feb 24, 2024 @ 12:25pm 
Originally posted by madlarkin8:
you have to take damage at that HP level to trigger rampage. Your army only goes on full rampage at battle start in your theory crafting, for the purposes of posting this discussion, not in the game. try again.

No, the old system made you enter rampage if you were below 75% or 40% and took damage. The new system makes you enter rampage if you are below 75% or 25% damage doesn't matter. If you enter a battle with a unit under either of those health thresholds they will rampage at the start.

Here is a Reddit post that shows units entering rampage right at the start of battle.
https://www.reddit.com/r/totalwar/comments/1axp1rw/damaged_lizardmen_units_ramage_at_the_start_of/
BenShinobi Feb 24, 2024 @ 12:32pm 
Originally posted by Amphibian Artillery:
Originally posted by madlarkin8:
you have to take damage at that HP level to trigger rampage. Your army only goes on full rampage at battle start in your theory crafting, for the purposes of posting this discussion, not in the game. try again.

No, the old system made you enter rampage if you were below 75% or 40% and took damage. The new system makes you enter rampage if you are below 75% or 25% damage doesn't matter. If you enter a battle with a unit under either of those health thresholds they will rampage at the start.

Here is a Reddit post that shows units entering rampage right at the start of battle.
https://www.reddit.com/r/totalwar/comments/1axp1rw/damaged_lizardmen_units_ramage_at_the_start_of/

I would hope this is just a classic whoopsie from CA and will be fixed. What update doesn't introduce bugs, or have mechanics not working as intended?

Rampaging at battle start is dumb, but also I'd hope that starting under 75% means you don't rampage the instant the unit takes damage. It should be based on whether you hit the threshold during the battle, so starting at less than 75% you shouldn't rampage until you hit the 25% mark.
Da_Higg Feb 24, 2024 @ 12:34pm 
Isn't that better than the units rampaging the moment they get into combat/get shot? If they rampage at the start of the battle then hopefully they can get it out of their system before the armies meet?

Unfortunately this is how the game is coded, any ability that activates under a certain health threshold will activate if the unit starts the battle below that value, e.g. Necrofex Colossi will spawn a deckhands mob if they start below 50% and phoenixes will trigger rebirth if they start at under 10%
Last edited by Da_Higg; Feb 24, 2024 @ 12:37pm
path2power Feb 24, 2024 @ 6:12pm 
Isn't rampage permanent now? I'm playing Ostankya, and the rampage hexes make all ranged units and spellcasters a non-factor.
AurumHawke Feb 24, 2024 @ 7:22pm 
Originally posted by path2power:
Isn't rampage permanent now? I'm playing Ostankya, and the rampage hexes make all ranged units and spellcasters a non-factor.
As long as the Rampage effect is on a unit now, it should be rampaging. Though I have seen a case where a 360-fire-while-moving Skirmish unit refused to rampage despite having the effect.
Ostankya's Rampage hex should have been changed to match the new innate rampage (which is a translation of the "rampage tokens" to the ability system), but weren't.
At least AI Ostankya should only use 10 now... (probably because something broke AI's stockpile expenditure in 4.2)

But its a campaign problem when Lizards (who have the most units with innate rampage) start battle below the HP threshold(s) of the new ability.
The innate should at least require taking damage or having enemy units in range (less than the maximum 150m, more like 50m), or have different thresholds for pre-wounded units (or % of starting health instead of total health). Something more than just % of total health.
Ashley Feb 24, 2024 @ 7:45pm 
I think rampage as it was was bad I think rampage still should make units lose control but give a decrease to attack and defense but stronger dmg because it's angry
SBA77 Feb 24, 2024 @ 8:36pm 
Originally posted by Burgerpunk 2020:
Old troll is back and trollin' once again, and seems to have caught a lot of folks on his fishing line. Nothing to see here folks.
Last edited by SBA77; Feb 24, 2024 @ 8:36pm
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Date Posted: Feb 23, 2024 @ 3:01am
Posts: 10