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There should be something to reflect that.
I thought about what could be used to make them more unique but I'm not sure tbh. The trophy rack is more something for Queen than something to reflect Mors' uniqueness imo.
Yeah, it's entirely too vanilla. I always imagined Mors as having brute force focus on Clanrats / Stormvermin.
Pestilens just has an entire new (guerilla) layer with all the debuffs etc.
Rictus has army wide vanguard and other "scumbag" moves.
Eshin and Skryre need no introduction.
Mors has...???. Guess they can spam that Clanrat summon move. Maybe if you could upgrade that to summon Storms?
Pestilens, Mors, and Rictus all got the raw end of the deal. Skaven still feel a little weak, but you wouldn't know that if you only played Skyre and Eshin, who are both hilariously overtuned with exploitable mechanics.
Pestilens has a plague mechanic now. I've never played them since Clan Skyre was added, so I don't know if it makes up for the fact that they have almost certainly one of the worst starting locations in the game on both Vortex and Mortal Empires.
However Mors and Rictus are both feature deprived. Mors at least gets a penalty until they take Eight Peaks, so there's that. They actually have a harder time taking it than Clan Eshin but the AI for them tends to eventually take it, with Clan Mors being one of the few Skaven AI's to end up carving anything resembling an empire.
To top it off, Queek is supposed to be one of the most fearsome fighters in the setting even compared to the other legendary lords in the game. But he's arguably less impressive than some generic lords, especially since he lacks a mount and has a harder time stacking high degrees of damage mitigation like Tyrion and the like. He get's some decent campaign abilities in his skill tree, but that's about it.
Rictus is even worse but that's almost to be expected. Tretch is a terrible legendary lord... Which actually somewhat fits with the lore. You have a terrible, albeit workable start location but you get a powerful starting army. The boosts you get for being a backstabbing cowardly git are actually ridiculously powerful, but a bit too situational.
what? lol
you should proof read before you post totally incomprehensible garbage man.
p.s pestilens always had the plague mechanic.
'' hilariously overtuned mechanics'' obviously ONLY applies to player, sure the AI gets the doomrockets. thats about it, no other thing you said makes any sense.
thank god you don't develop total war, it'd be a joke.
He is likely not talking about the original plague mechanics.
Clan pestilens got a overhaul/rework with "the potion of speed" patch containing entirely new plague mechanics.
They can now plague their own armies or/and cities for bonuses, they also have a new under empire building that makes a city a constant source of plague. They also have some additional buffs to plagues (More chance of spreading, even lower cooldown).
But yeah thats the weak point from amazing dlc and even more with old world race update : vanilla TW2 factions are the least fun
As for Mors, I don't think they need much doing with them but it would be cool if CA give them a similar update. As the most militaristic clan in the lore, they could add a building for them such as a Mors training camp that gives global, cumulative bonuses to clanrats and stormvermin - something similar to the Bret smithy.
They could also give Mors an office system where they can assign warlords and those warlords get loyalty and other buffs. Those would just be little changes but they'd nudge the player to using clanrats, stormvermin, and warlords which are supposed to be the main strengths of Mors.
Right now, they dont like grey seers and queek gets some exp, aswell as an public order bonus/malus for controlling karak eight peaks.
Quite barren right?
But then i got the idear.
In the skaven skill tree their is a skill to passively fight corruption, by a strict leadership in the region. This reminded me of their lore, where their most distinct and prominent feature their order and loyality was. So i thought about how to implement them.
I got two idears for new bonuses.
One would just be a flat bonus to leadership, proppably restricted either to meele infantry or stormvermin and clanrats. With that, they would have better chances to build meele heavy armies, as they are known for their clanrats and stormvermin. You could also maybe add some other buffs to represent that they are better trained hen the other clans and maybe hamper with the rectuit or upkeep cost.
The other and more interesting one would be a overhaul to their interaction with corruption.
I want them to get bonuses for having untainted teritory. For example a buff to growth, food, lower recruitmentcost and upkeep for local armies. To help with that i would change the corruption gained from the public order building to untainted or even give them access to a special building chain. This would represent their very unskaveny way of running their clan in a strict rulership and their unmatched loyality.
But ofcourse thats just my humble opinion as someone, whos neither very good at the game, nor very big in the law so yeah