Total War: WARHAMMER III

Total War: WARHAMMER III

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NITRO Jul 17, 2023 @ 6:30am
Why is every spell now a Melkoth Miasma in terms of killing units? Any mods to "fix" this?
Seriously, I was ok with most WOM/Combat Magic changes from TWW2 and TWW3 but one that irks me and makes me extremely frustrated is how spells tend to not outright kill units anymore. Its extremely frustrating seeing a giant meteor hitting a blob of 500 rats and having only 17 kills and a gajilion damage done. Or seeing wind of death personally rip the souls out of a hundred soldiers but the unit suffering basically no losses.

I get that the focus is to make melee unit feel more useful compared to TWW2, but the problem is that this change makes so that the targeted unit's combat potential remains the same until you deal with each entity. If this was made in only a couple spells, that'd be fine, but right now every single spell deals damage in this exact same way.

I hope CA tweaks this but in the meanwhile does anyone have a mod that makes spells deal damage how it did in TWW2? I dont really care about the campaign WOM change or the knowledgeable trait, just the combat spells.
Last edited by NITRO; Jul 17, 2023 @ 6:31am
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Showing 1-15 of 29 comments
Elitewrecker PT Jul 17, 2023 @ 6:33am 
Try to find sources of spell resistance reduction or spell mastery.
Balkoth Jul 17, 2023 @ 7:30am 
Also means a second AoE spell kills off everyone vs two spells only killing off like 40% of the models and leaving the rest at 50% health.
MulticornRB Jul 17, 2023 @ 7:57am 
This does indeed only affect a couple of spells. Flame Storm will still kill a lot or rats in your situation or evens Searing Doom will do very good damage (compared to Wh 2).
Basarab Laiota Jul 17, 2023 @ 8:04am 
at least Flock of Doom still rips
Necrophoria Jul 17, 2023 @ 8:52am 
I think it's interesting where the shift went. I feel like bombardment spells and single target spells got stronger actually. It's vortex spells that really took the nerf up the backside when compared to WH2 imo.
NITRO Jul 17, 2023 @ 11:54am 
Originally posted by Necrophoria:
I think it's interesting where the shift went. I feel like bombardment spells and single target spells got stronger actually. It's vortex spells that really took the nerf up the backside when compared to WH2 imo.

Most vortex spells and most wind spells got this "nerf". It still sorta deals the same amount of damage (with some exceptions that were actual nerfs like burning head), but it still leaves entities alive which is a problem and a reason why spells like Melkoth's Miasma wasn't good.
NITRO Jul 17, 2023 @ 11:56am 
Originally posted by MulticornRB:
This does indeed only affect a couple of spells. Flame Storm will still kill a lot or rats in your situation or evens Searing Doom will do very good damage (compared to Wh 2).
Searing Doom got indeed a lot more viable, but most vortex and wind spells are affected by these changes I told. Flame storm can indeed kill more but it takes a lot longer to kill an entity compared to before. And it is now mostly stationary.
Imposter Jul 17, 2023 @ 12:17pm 
Originally posted by NITRO:
Originally posted by Necrophoria:
I think it's interesting where the shift went. I feel like bombardment spells and single target spells got stronger actually. It's vortex spells that really took the nerf up the backside when compared to WH2 imo.

Most vortex spells and most wind spells got this "nerf". It still sorta deals the same amount of damage (with some exceptions that were actual nerfs like burning head), but it still leaves entities alive which is a problem and a reason why spells like Melkoth's Miasma wasn't good.
Interestingly 'Burning head' works REALLY well if you cast it in between the 2 points of the barricaded entries in siege battles... It just bounces back and forth dealing tons of damage, even to Dwarfs who sit in those barraicaded entries(Barricades there or not)
SomeGuy1 Jul 17, 2023 @ 12:18pm 
Burning head still absolutely ravages unarmored units, particularly when overcast.
Zeek Jul 17, 2023 @ 12:22pm 
Originally posted by Blasted:
Originally posted by NITRO:

Most vortex spells and most wind spells got this "nerf". It still sorta deals the same amount of damage (with some exceptions that were actual nerfs like burning head), but it still leaves entities alive which is a problem and a reason why spells like Melkoth's Miasma wasn't good.
Interestingly 'Burning head' works REALLY well if you cast it in between the 2 points of the barricaded entries in siege battles... It just bounces back and forth dealing tons of damage, even to Dwarfs who sit in those barraicaded entries(Barricades there or not)

You can do the same thing with other spells like that, for example Pink Fire of Tzeentch
Falaris Jul 17, 2023 @ 12:29pm 
'base' spells are often not very strong, but try things like overcast thunderbolt for shocking amounts of target damage. I think it's about 1600 damage on hit.
Imposter Jul 17, 2023 @ 12:31pm 
Originally posted by Zeek:
Originally posted by Blasted:
Interestingly 'Burning head' works REALLY well if you cast it in between the 2 points of the barricaded entries in siege battles... It just bounces back and forth dealing tons of damage, even to Dwarfs who sit in those barraicaded entries(Barricades there or not)

You can do the same thing with other spells like that, for example Pink Fire of Tzeentch
Ahhh, I never realized this, and I always sort of disliked it but now I see what it can be used for. I love these kinds of physics of magic in the game; Figuring out how to maximize the potential is fun. Thanks for the tip!
MulticornRB Jul 17, 2023 @ 12:36pm 
Originally posted by NITRO:
Originally posted by Necrophoria:
I think it's interesting where the shift went. I feel like bombardment spells and single target spells got stronger actually. It's vortex spells that really took the nerf up the backside when compared to WH2 imo.

Most vortex spells and most wind spells got this "nerf". It still sorta deals the same amount of damage (with some exceptions that were actual nerfs like burning head), but it still leaves entities alive which is a problem and a reason why spells like Melkoth's Miasma wasn't good.

I will not contest the terms ‘most’ and ‘every’ but the well known vortex spells (Flames Storm, Pit of Shades, Banishment etc.) are on the same level of effectiveness as in Wh 2. Wind spells on the other hand have a lot of appeal because of tuning them down, I agree. What I like very much in Wh 3 is the spell reflection form obstacles.
NITRO Jul 18, 2023 @ 6:05am 
Originally posted by Blasted:
Originally posted by Zeek:

You can do the same thing with other spells like that, for example Pink Fire of Tzeentch
Ahhh, I never realized this, and I always sort of disliked it but now I see what it can be used for. I love these kinds of physics of magic in the game; Figuring out how to maximize the potential is fun. Thanks for the tip!

This is an old thing, spells bounce off walls and other obstructions, its been there since tww1 but it became a wee bit more exploitable in certain situations here
NITRO Jul 18, 2023 @ 6:08am 
Originally posted by Falaris:
'base' spells are often not very strong, but try things like overcast thunderbolt for shocking amounts of target damage. I think it's about 1600 damage on hit.

The problem isn't the damage number but how it spreads the damage out to every single entity and doesn't finish them off. For instance, in TWW2 a wind of death would deal about say 1k damage, but it would kill 100 out of 120 entities in a unity. In WH3 it still deals the same amount of damage, but it kills 10 out of 120 entities, leaving that unit's combat potential basically the same since they don't suffer from the wounds mechanic single entities do.
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Date Posted: Jul 17, 2023 @ 6:30am
Posts: 29