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Well, the numbers above are correct. They speak for themselves.
It's not like Dark Elves are stronger in everything, but their actual weaknesses lie elsewhere. Like not having access to global recruitment, or not being able to avoid attrition outside of Raiding Stance.
Black Arks are cool, but you only can recruit one every 25 turns so you quantify how many of those you'll get during a campaign. And then you still need to spend dozens of turns with Horde Growth before they have an actual impact.
Names of Power being potentially great but having a lot of duds, too. Where the High Elves are very reliable with Lord traits if you have the influence.
And so on. The factions are completely different in just about everything. Only thing in common is that their mage heroes are the most generic variant in the game. Both factions needed an overhaul to bring them in line with the newer WH3 factions, but not as much as let's say Wood Elves (still using the outdated recruit system with extra "forge buildings" etc).
You can keep coping, but ultimately, both races are set to receive reworks with the Slaanesh DLC, so it's a moot argument to begin with. High Elves are definitely stronger currently and I expect this will remain the case after their reworks, but we shall see.
Wait you ACTUALLY think post battle loot isn't enough for dark elves? I typically field a negative economy and rely entirely on post battle loot for my dark elf campaigns. You can easily get 40k gold from post battle loot if you actually put skill points into the blue line. YOU are the clueless one.
The advantages are obvious - the growth button is strong, the public order button lets them get away with a lot, and the third button is just free money that adds up to quite a lot over time.
The problem is that the economy is so heavily reliant on ports that access to ports makes or breaks a campaign. I actually find malekiths campaign to be one of the more annoying ones because early on you're dealing with all your backfield problems and only have one port.
Lokhir on the other hand has early access to quite a few ports (and corsairs are a great early game unit to have buffs for), and can spam out blarks at a much faster rate.
Try the old world campaign mod, and play rakarth, who starts south of brettonia (west of ikit). Even though most of the territory is unsuitable, his slave economy is bonkers because of all the ports. Its that big of a diffrence.
Naggarond needs a rework to have more ports. The dark elves are supposed to be big on naval everything, why does the continent have so few ports?
I also think a rework of the slave pens building is needed. I look at it and wonder why I would ever build it (except one to unlock the blark rite then immediately demolish it).
If the slave pens building acted like a port equivalent, a building that gained you slaves/turn, then it would be worth building.
Still calling it "public order" though it was renamed "control" with WH3 release.
Three years ago.
Did you even play the game in the past years? Or just clown award farming?
High Elf mage heroes are limited to Horse and Chariot, while Dark Elf mages all get Pegasi as flying mount. Just like almost every "modern" faction. Even the Empire having so much better caster heroes than Elves is a shame, really.
Sure you could stick to mages with your Lord choices, but heroes not being able to e.g. fly over castle walls to wreck the garrison from the inside is a HUGE disadvantage.
Especially for a faction which has nothing akin to actual artillery in order to level city walls, and next to no "wallbreaker" units (a disadvantage which is even worse for Dark Elves per se as they don't even have Invocation of Vaul for the occasional Shatterstone access)
HE mages heroes can get sun dragons and mage lords can get, I think, moon dragons or star dragons.
Only the Fire Mage Hero gets the dragon mount, for whatever reason. Literally every other lore mage is locked to Horse & Chariot.
https://totalwarwarhammer.fandom.com/wiki/High_Elves_unit_roster#Heroes
That is so strange. Good to know though, makes fire mages FAR superior to the other mage types.
Life is the second best lore of magic in the game, only losing out to Vampires. Being able to win battles without taking any damage is amazingly powerful. A strong single entity stack with life magic support can lighting strike their way through a dozen stacks in one turn and come out with full HP.