Total War: WARHAMMER

Total War: WARHAMMER

View Stats:
Neckwrecker Dec 19, 2016 @ 1:56pm
The Vampire Count's summoning nerf.
I'm not sure when they added this or what factions its for, but I recently tried to start a new VC campaign only to find they nerfed my favorite type of spell in the whole game. Why did they add unbinding? Even if the summoning spells were OP to me this is extremely unbalanced and anything you summon dies so fast its not even worth the mana. I dislike this a lot, I know its unlikely to be removed but can we at least get this balanced better than it currently is?
< >
Showing 1-10 of 10 comments
harleyquinrazer Dec 19, 2016 @ 2:24pm 
Unbinding was added to stop certain factions with the Lore of Beasts and the Lore of the Wild from getting a semi-permanent monster/artillery unit for the duration of the battle.

In exchange for non-permanent summons, is there still a limit on raise dead? Previously one could only cast it twice per battle per spellcaster, the developers probably removed the limit to compensate for the crumbling troops.
Neckwrecker Dec 19, 2016 @ 2:32pm 
There is still a limit on raise dead which is 2. However you can raise zombies and skeletons 7 times. But its still broken because they disappear so quickly.
Neckwrecker Dec 19, 2016 @ 2:32pm 
What I mean is you can still only raise ghouls and graveguards 2 times.
harleyquinrazer Dec 19, 2016 @ 2:58pm 
What unit sizes are you playing with? Naturally the smaller the unit size the less value one gets from raise dead. Someone on the general forum talked about how the zombie summon lasts longer than the skeleton warrior overcast.

The way I see it the spell is still used much the same as it was prior to the patch. Summon it in the midst of a shooting unit to stop it from firing temporarily. Crumbling summons do a good enough job breaking a charge against the caster if he's exposed. Skeleton warriors summoned in a flank tended to do little to no damage attacking from the rear unless the intended target was a low tier unit.
SleepyNarwhalz Dec 19, 2016 @ 3:24pm 
I find it much more usefull, the ability to get 7 new units on the field within a minute is an incredible ability.

Originally posted by sil'enTry | Neckwrecker:
What I mean is you can still only raise ghouls and graveguards 2 times.
You could only do that once earlier IIRC
Spikem59 Jan 5, 2017 @ 10:52pm 
The changes to summoning sounded amazing at first, but the sheer rate at which they decay is ridiculous. They die so fast that even casting IoN on them doesn't stop it. Yeah, they'll still stop a *single* Handgunner volley but they only last long enough for that and they're gone. In its current state, it feels like Raise Dead is really only worth 1 point of WoM
BDMblue Jan 9, 2017 @ 1:17am 
they lose 50 hp a second. I'm finding them much more powerful casting them 7 times and costing 2 and 3 winds a cast. that's down from 9 zombies and 12 skellys. Sure they die, but you can do a whole lot more with the spell then you used to.
SeeingEyeSnail Jan 10, 2017 @ 5:04am 
They last long enough to tie down the enemy skirmishers while you wear down the frontline. Or block the enemy Lord while you make an escape. Or blunt the cavelry charge. Or provide a hitpoint soak for an airforce charge. Etc, etc. Very useful spell now.
h45yang Jan 10, 2017 @ 2:31pm 
for 28 mana and using 2 spellcasters, you can summon 14 units of zombies, this will eat ALL of the ammunition and vigor of the enemy army, now just march in bats and auto win
h45yang Jan 10, 2017 @ 2:33pm 
this is not even mentioning suicide pit of shades, drop a zombie force to tie down the enemy, purposefully withdraw the zombies closer together to draw them in, then boom, overcast pit of shades, that's 2-4 black orcs dead for 30 mana while using 0 of your force's health
Last edited by h45yang; Jan 10, 2017 @ 2:33pm
< >
Showing 1-10 of 10 comments
Per page: 1530 50

Date Posted: Dec 19, 2016 @ 1:56pm
Posts: 10