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Yeah, it's well done alright lol
Totally agreed magic in this game is weak like playing the lord wizard in this game but it is really cool seeing those wizard lord relying on an melee specialist agent to kill a lord. Augment skill are far more better than magic skill like witch hunter ability. I think wizard are only use for support than a damage dealer.
This. It's not poorly implemented - the mechanics are all fine. It's poorly balanced - the spells that can "miss" like vortex and to a lesser extent comet casandora etc need a major boost. The spells that can't "miss" like spirit leech and bjuna need a moderate nerf. The way spells are obtained on the character tree should be looked at (right now melee commanders are just straight better at least in campaign) and the bonus for putting an extra pip into any given spells is hilariously bad (15% cooldown for real?).
Direct damage spells, like all vortex spells and area of effect spells, barely kill anyone.
Hexes, like spirit leech and fate of bruja, need to be balanced a bit. They made them too powerful.
Yup, I forgot to mention that. Unit size in general is an enormous problem in TW:W. But I'm ok with that since it's the first time they've done things like magic and monstrous units, so it's really the first time they've had to deal with this problem. I expect that will be addressed fairly easily in a patch somehow - it should really just be a matter of tweaking the numbers when unit sizes get adjusted.
The main problem is unsubscribing and resubscribing all your favorite mods whenever you want to play a multiplayer game. It too much of a hassle to bother with.
Not to mention the magic in MP becomes useless without mods, except from ofcourse the single target ultimate cheese spells.
But my point was, and is: Magic is meant to be extremely strong. It's magic. It's coincidentally also meant to be way more volatile, which I feel could balance it out. Right now, max is that your caster takes damage. In Warhammer Fantasy Roleplay (I play 2nd edition), magic is strong, but it can also end with you exploding in a fiery death, taking out all your enemies, and your friends, and the local village, with you.
I do agree that stuff like Comet of Cassandora and Urannon's Thunderbolt feels weak though, that much is true.
But to nerf Spirit Leech, Shem's, Bjuna's? I'm afraid magic would then become far too weak. Again, magic is supposed to be strong, it's supposed to make you ♥♥♥♥ your pants when you see a hostile wizard.
What people have to realise is that whilst yes, Fate of Bjuna is a strong spell, it'll also deplete your full power reserve in what, 3-4 casts?
It still has way too much of an impact if you can get 3-4 casts off with it. The lack of volatility you point out is important though - there's no risk to using magic; even overcasting has barely any risk. The only risk involved right now is when you use a stationary or vortex spell - you might miss, thereby wasting your spell. Those simply don't do enough to compensate for that risk, while the other spells, like Bjuna, are risk free.
The buffs and debuffs are also really broken, it may not seem like it right now with unit stacking, but when ballance patches come around and it will promote a ballanced roster it will be a big deal. Oh you have a unit of demigryphs? They not do no damage and are slower than your swordsmen, hope you enjoyed spending all that money paying for them, while I have a single unit of inexpencive basic non shock cavalry that has increased speed, damage, charge etc.