Total War: WARHAMMER II

Total War: WARHAMMER II

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Gorwe Jan 21, 2020 @ 4:21am
About Magic
I won't comment on whether it's weak or strong(in TWH 1 at least, it's far inferior to things like Warrior Priests or Runelords), but I wanted to comment on one another oddity that annoys the fk out of me:

SHARED RESOURCE POOL.

Really, I have nothing against Wizards running out of gas, but that's just it! A WIZARD should run out of HIS gas, not of some weird communal gas! That makes almost no sense lol! ESPECIALLY when you realize that a Bright Wizard might make a Jade Wizard run out of gas...wtf? They draw resources from DIFFERENT SOURCES! damn

So, here's an idea: Resource Pools that are specific to the Spell School / Wind of Magic. Say, for example, 100 points of Aqshy(Fire) Resources / battle. That way two Bright Wizards will step on each other's toes, but they won't magically make a Light Wizard run out of resources(because Hieros will use Hysh / Light resources instead). The only problem would be the visual representation of such a system ; current Magic Resource system UI wouldn't cut it.
Last edited by Gorwe; Jan 21, 2020 @ 4:28am
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Showing 1-15 of 20 comments
bearfieldlee Jan 21, 2020 @ 4:56am 
Well, I think the idea is that the wizard is drawing from the winds of magic which is indeed a resource pool and not generating his own. Seems loreful to me as it is.
Dominic Jan 21, 2020 @ 5:07am 
The extent to which their are 8 winds of magic, as opposed to 1 wind of magic perceived in 8 ways, isn't exactly clear.
Which pool would High or Dark users drain, Vampires, Orcs, Ogres when we get them?
Hrodh Jan 21, 2020 @ 5:11am 
They've taken it somewhat from the TT where you would determine how many "Winds of Magic" you had by rolling dice determined by sorcerer level.
So, it makes sense that they share their magic pool.
Rack Jan 21, 2020 @ 5:15am 
1 pool for every mage would be op as ♥♥♥♥. Imagine army with every mage possible for that race. It wouldnt work. You would be able to use like 5 high damage spells, heal and debuff and buff in the same time
SpaceGoatMage Jan 21, 2020 @ 5:17am 
All magic in Warhammer Fantasy is drawn from the winds of magic. It makes perfect sense for the casters to share the ressources.
Raider Deci Jan 21, 2020 @ 5:19am 
Originally posted by Rack:
1 pool for every mage would be op as ♥♥♥♥. Imagine army with every mage possible for that race. It wouldnt work. You would be able to use like 5 high damage spells, heal and debuff and buff in the same time

My thought too. Either those mages would be insanely op , only 1 mage is able to wreak absolute havoc, or their own pool would be too low on their own and become useless units very quickly.
Lunos Jan 21, 2020 @ 5:39am 
No to your idea. CA took the winds of magic mechanic straight from the TT version of the game. All wizards in that shared their winds of magic resource pool. Having a separate pool for each would be stupidly broken OP as Rack said. You can already work around the limitation a bit by boosting the winds of magic amount through either items or followers or skills making it so you can go the entire battle without running out of magic even with a couple casters. Magic already far too potent and deadly to be giving it any sort of boost.
Sins Jan 21, 2020 @ 6:00am 
This would not only be pretty busted given how strong magic is now, but would also be a UI nightmare, especially for factions like the Empire who have many schools of magic and would need to take up half the screen to display all the ways they can kill thousands of troops.
Gorwe Jan 21, 2020 @ 6:10am 
Originally posted by SpaceGoatMage:
All magic in Warhammer Fantasy is drawn from the winds of magic. It makes perfect sense for the casters to share the ressources.

Yes and no. Yes, they draw power from winds of magic, but no, they draw power from DIFFERENT winds of magic. You are surely aware that a Gold Wizard and an Amethyst Wizard don't channel the same energy.


Originally posted by Dominic:
The extent to which their are 8 winds of magic, as opposed to 1 wind of magic perceived in 8 ways, isn't exactly clear.
Which pool would High or Dark users drain, Vampires, Orcs, Ogres when we get them?

Their own pools that have varying effects and methods of refilling. The "different size" waaagh magic could, for example, regenerate based on the Greenskin horde size. Vampire Count one could either be something linked to Shyish or to amount of (un)dead stuff around. Qaysh and Dhar should definitely be their own thing because they are ALL the winds, channeled as one, customized form.

Now, this isn't exactly TT rules, this is more of my understanding based on the "official" magic descriptions in wider Warhammer lore.

Originally posted by Todoroki:
No to your idea. CA took the winds of magic mechanic straight from the TT version of the game. All wizards in that shared their winds of magic resource pool. Having a separate pool for each would be stupidly broken OP as Rack said. You can already work around the limitation a bit by boosting the winds of magic amount through either items or followers or skills making it so you can go the entire battle without running out of magic even with a couple casters. Magic already far too potent and deadly to be giving it any sort of boost.

Well...not in TWH 1 they aren't. Casting like 10 spells during the whole battle with super weak damage spells...don't feel exactly empowering or satisfying(not to mention those 10 spells are divided amongst your spellcasters). I do understand that the entire magic system got reworked in TWH 2. What got changed?
Last edited by Gorwe; Jan 21, 2020 @ 6:11am
Elitewrecker PT Jan 21, 2020 @ 6:32am 
It didn't get reworked. Just overall buffs. And the possibility of aiming wind and breath spells instead of always going in the direction the wizard is facing.
Last edited by Elitewrecker PT; Jan 21, 2020 @ 6:33am
Kaaz Jan 21, 2020 @ 6:36am 
Originally posted by Todoroki:
No to your idea. CA took the winds of magic mechanic straight from the TT version of the game.

^

that, the game is based on tabletop

Originally posted by Gorwe:
Well...not in TWH 1 they aren't. Casting like 10 spells during the whole battle with super weak damage spells...don't feel exactly empowering or satisfying(not to mention those 10 spells are divided amongst your spellcasters).

this is TWH2 though, you can consistently obliterate with your spells
Last edited by Kaaz; Jan 21, 2020 @ 6:37am
Probenetato Jan 21, 2020 @ 6:40am 
selfowning thread
Gorwe Jan 21, 2020 @ 7:03am 
Originally posted by Elitewrecker PT:
It didn't get reworked. Just overall buffs. And the possibility of aiming wind and breath spells instead of always going in the direction the wizard is facing.

Care to give an example of buffs? Also, the possibility to truly aim breath wind spells is a huge QoL buff in itself. Did they do anything to Magic Resource system?

Should I value the TT info or the in-universe info more? I'm more keen on the TT sidd, I just don't know it due to the price of TT(it's really super inaccessible).
Last edited by Gorwe; Jan 21, 2020 @ 7:05am
Andrewbh2003 Jan 21, 2020 @ 8:32am 
https://www.youtube.com/watch?v=8UKOo8YZNXA

pretty much shows how OP magic is in WH 2 1 good wod can destroy entire armies

"skip to 13:45"
Gorwe Jan 21, 2020 @ 9:46am 
Originally posted by andrewbh2003:
https://www.youtube.com/watch?v=8UKOo8YZNXA

pretty much shows how OP magic is in WH 2 1 good wod can destroy entire armies

"skip to 13:45"

So, they went from mostly useless damage spells to wipe the armies? Talk about pendulum...

Guess they kinda learned in TWH 1. If it must be, better it be completely over the top rather than /meh. /meh is an antithesis of entertainment.
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Date Posted: Jan 21, 2020 @ 4:21am
Posts: 20