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This hurts the vampires especially hard because they rely on healing and regen alot.
Yeah, the above quote is also somewhat how I feel.
Regeneration and healing/resurrection of units is a mechanic TW games never had before, and I don't think CA is too sure of how to treat it.
On the one hand, I totally understand a cap on regeneration and healing, given that otherwise I can (and often did) send out just a fast unit or two (which the VC's have plenty of, from cav to Vargheists and Fell Bats and so forth) and have them cause mischief and return to heal up. Seriously, without a cap on regeneration, I was often sending out all sorts of stuff and then healing them up and rinsing and repeating. With a ton of spell power and multiple casters, it was easy to do this.
On the other hand, passive regeneration and active healing are two different things. From what I can tell right now, even Necromancer spells are treated as regen and are capped... meaning that after a couple of spells cast on the same unit, I get told that my spell 'only affects allies' the next time I target that unit and can't heal it (the text itself is a glitch, but I assume the inability to cast the healing spell again on this same unit is intended). This is different, because the spell isn't free... I have to have spell power to cast it, unlike passive regeneration.
All-in-all, I feel like the passive regen ability that some units naturally have should either be capped, or be uncapped but have a slower regen rate. But the limiting of healing spells being cast on the same unit is absurd, given that nothing prevents someone from using the same direct damage spell over and over again on the same enemy unit. By the logic of how healing spells now work, I shouldn't be able to use any single-unit direct-damage spells to do more than 60% damage against a single enemy unit.
It's just a big mess. If anything, I can accept limiting passive regen in some way, but the healing spells really, really shouldn't be capped, given that some LL's and lord-builds (Heinrich Kemmler, for one) are all about necromantic healing and don't have a ton of utility aside from healing.
That can't be the only reason...
I refuse to believe the main mechanic of a faction has been changed just because some people exploited the system in multiplayer.
This make no sense, it has to be something else...
Edit:
Yeah that actually make more sense than the potion thing actually...
Exactly. While the mechanic was changed game-wide for everyone, it has very little effect on most factions while having an immense effect on VC's (and especially on VC play-styles that favored Kemmler and loading up on regen and healing skills and spells).
The funny thing is, don't more people play SP than MP when it comes to TW games? I never understand TW getting balanced around MP, because TW is the rare game with RTS elements that actually seems to be stronger as a SP game.
As in: I totally understand balancing, say, Starcraft 2 or Company of Heroes 2 around multiplayer... but why would you do this for TW?
I agree with it. Even with VC as my main factions i feel it was to strong. And now with the new units it would be laughable without a cap or nerf.
Just send your units against the enemy and watch the enemy die wile your troops regenerate more then the enemys could do damage.
I just had a Battle against 2 Chaos full stack armies and didnt loose one unit on Very Hard and that even WITH the Regeneration cap. Image how it would be without the cap. You would just faceroll over anything. That cant be the goal of a faction.