Total War: WARHAMMER III

Total War: WARHAMMER III

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Adamsevs May 4, 2024 @ 4:04am
Nurgle new plague system is a nerf
Not only infections is harder to get, the plagues turns have been shortened, plague immunity have been incorporated (why does it even applies to your own nurglish settlements ?!) and more than anything else, the effects of the plagues are weak and prone to RNG to get a good plague.

Before rework, the unique plague recipes were bonkers. +100% sack income, or +30% replenishment for army, the extra 20% physical resistance for plaguebearers, the 70 growth plague and so on...

Give us back the plague cauldron !
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Showing 16-20 of 20 comments
Maybe if were to give stronger effects and blessed plague unique bonuses other than just the double it would be better.
Ares May 4, 2024 @ 8:34am 
Originally posted by Isaac:
first, "making bad plagues to unlock the strong ones" is exactly how the old system worked.
Not really, but it's not worth going into the specifics.

You are right in saying that all symptoms now giving both buffs and debuffs is an upgrade, but I would argue it's largely a theoretical one. With this system in practice you use plagues for specific purposes, and any cross-contamination is by and large inconsequential.

My experience so far (playing 2 long victory campaigns) is that this system makes general utility plagues no longer worth it and the bug/change to cultist movement makes it far less useful for controlling your opponents the way you could before. Overall the opportunity cost of spending infections on plagues means I'm using them far less than I used to. So when I do use plagues it's almost exclusively specifically to tweak the outcome of a big fight, and then it's done it's job.

Even when I'm in deep end-game with "infinite" infections I struggle to find much use for the system because you only get maybe one or two useful utility combinations per web refresh and then you have to wait for the symptoms to refresh before they can be re-used.
Last edited by Ares; May 4, 2024 @ 8:48am
Caracal Commando May 7, 2024 @ 4:08am 
"but they buffed the roster" that makes the campaign LESS unique. now people play Nurgle without using any plagues because they're weak and the units are strong. Nurgle used to be special because you NEEDED plagues, now the plagues are just a side optional thing for a minor bonus or debuff.
Caracal Commando May 7, 2024 @ 4:11am 
You don't fix something by completely removing it. "Recipes are OP, so let's completely remove them and leave people with the mimor plagues. and then make those three times harder to get, and make them last half as long."
Zav May 7, 2024 @ 4:16am 
Originally posted by Dojac:
Nah. The old system was just a boring re-skin of Grom's mechanic. You would spam the same plague over and over again and the other symptoms became redundant really early on, now it encourages you to utilise what you have available at your disposal.

Infections being hard to get is the result of the current bug which is affecting how many infections you get post-battle. It's currently capped at 37 which makes you reliant on spamming infection buildings to get anywhere.

Plague turns are shortened but you can still increase them during their creation by spending extra infection points. Immunity in your settlements is probably also another bug or an oversight.

The attrition symptom is useless as it always has been due to AI buffs. The rest aren't that bad, the armor + melee defence is a great combo in the early game for your armies when AP isn't as easy to come by for the enemy. The blessed versions are pretty good too.

I do think they could increase the symptom variety a bit more to keep things interesting, otherwise, if CA or even the Community Bug Fix mod addresses the issues within the next week or two then they'll be in a decent spot.


I'd even say it was a much worse system than Grom's cauldron. At least there was some great fun gameplay with Grom's, either finding ingredients or the associated gameplay changes. and voice acting to go along with it. Nurgles plague system is really boring to me - could have had a cool laboratory or a garden mechanic.
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Date Posted: May 4, 2024 @ 4:04am
Posts: 20