Total War: WARHAMMER III

Total War: WARHAMMER III

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Better Yin Magic
   
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Apr 9, 2022 @ 8:34am
Apr 13 @ 2:29pm
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Better Yin Magic

In 1 collection by Rosalina
All my Better Magic
30 items
Description
Note

I wanted to re-balance all magic, mostly without changing core mechanics or effects.
Most Damaging spells of the same category but different lores, will have similar cost and damage.
Buffs and debuffs, generally regarded as waste of Winds, can have increased duration,
an increase in range and effectiveness and lower Winds of magic cost.
I hope to bring the buffs and debuffs to a level where they are not so dramatically outshined by Damage spells.

I exactly describe every change I made below.
If you find some to be OP or still useless please say so in the comments.


Numbers in front are regular cast, in brackets are overcast.
If there are no brackets, overcast is not changed.
If there are only brackets it means there is no change to the Spells normal cast.


  • Miao Ying can use all her spells in Dragon form.

    Blossom Wind
    • Cooldown 45 -> 40
    • Wind-cost 9 -> 10 (14 -> 15)
    • Damage AP 18 -> 20 (26 -> 32)
    • Speed 20 -> 16

    Talons of Night
    • Damage AP 5 -> 7 (10 -> 12)
    • Wind-cost 18 -> 13 (25 -> 18)

    Missile Mirror
    • Duration 18 -> 25 (36 -> 45)
    • Cooldown 44 -> 30 (44 -> 38)
    • Wind-cost 10 -> 8 (15 -> 13)
      I did not make this AOE because, it would just be broken to destroy the entire backline with one cheep spell.

    Ancestral Warriors
    • Cooldown 52 -> 44 (52 -> 44)
    • Number of uses 2 -> 3 ( 2 -> 3)
    • Wind-cost 16 -> 12 (22 -> 18)

    Cloak of Jet
    • Cooldown 28 -> 20
    • Duration 29 -> 50
    • Wind-cost 4 -> 6 (6 -> 8)
      Added 30% speed buff

    Storm of Shadows
    • Slow 25 -> 55
    • Duration 28 -> 45

    Power of Yin
    • Now Mapwide
10 Comments
Fire Gaming™ Jul 28, 2022 @ 6:53am 
Props to ElJefe for effectively play-testing both the Yin and Yang mods and the creator for making this, responding to feedback, and making changes accordingly, Y'all have made the cathay lores so much better!
Rosalina  [author] Apr 12, 2022 @ 3:32am 
I changed some spells according to your feedback.
Talons lasts not as long anymore
blossom is now slower and does 2 less dmg
storm slows less and so does the passiv
also reduced the summons from 4-3
ElJefeGrande Apr 11, 2022 @ 10:35pm 
Was looking at campaign spell cost reductions on generals for extra skill points. Ancestral Warriors gets -2 and ends up extremely cheap at 6 winds. I think 14(19) sounds fair. That ends ups being 12(16) with cost reductions. Missile Mirror ends up laughably cheap too. The costs of 6(10) end up at 4(7). I would up the cost to 9(13), cost reductions would make it 7(10). Talons of Night is a good spell and ends up pretty cheap at 8(13). I'd say bump it up to nearly what it originally was. 14(20) ends up at 12(17). The other three spells seem fine to me. That's all my feedback. Do what you will. Thanks for the mod. I'm going to go test your Lore of Yang mod and give feedback over there. Cheers.
ElJefeGrande Apr 11, 2022 @ 6:10pm 
I agree with you, I think buffs/debuffs in general are bad outside a few good ones like Birona's Timewarp. Overcosted and never last long enough. No point when some spell can nuke 200 guys. Yin is a good lore that has strong synergy with the Yin part of Cathay. Yin is the shadow: sneaking, hiding, slowing, confounding the foe. You can slow a large area of units and shoot them, reflect ranged damage back, hide your own key units to snipe things from afar or sneak up close (great for cav flanking), summon a defensive unit to guard ranged troops or give fodder to shoot into. Blossom Wind has potential to be a good melee line clearer up close or rammed through an enemy ranged unit line. You can slow units then they can't escape the damage spells. There should be a ton to work with in this lore, and this mod allows those tools to be employed.
ElJefeGrande Apr 11, 2022 @ 5:58pm 
Blossom Wind: Easily the worst spell in the lore. A complete waste of time. It moves too fast and does too little damage and costs too much. All of that was addressed and I actually like this spell now. Blinded is a shitty debuff though. It only lasts 10 seconds. It wasn't good on Lizardmen Solar Engine Bastiladon, it isn't good here. However, no one casts it for that debuff. 38 might be too much on an overcast. Maybe 32 on overcast is good. This thing is a bit unpredictable and it's easy to clip your own troops. I like normal casting it so I don't obliterate my entire melee line if it decides to turn sideways. I tried out Storm of Shadows on incoming troops then used Blossom Wind. It worked pretty well. If you make edits I'll test those two spells in combo again. This spell should be part of my battle plan once the enemy engages me in melee. Talons of Night should be for blobs, and Blossom Wind for lines of troops.
ElJefeGrande Apr 11, 2022 @ 5:45pm 
Talons of Night: I was testing unbuffed versus modded version. Modded normal cast version is basically the overcasted normal version. It deletes entire Jade Warriors (good test, 8,000 HP on ultra). I think I'd leave deletion to the overcasted version. The normal version unmodded takes Jade Warriors down to half HP. So I'd maybe say 6(12) in terms of normal/overcast would be good for the current cost. It will delete whatever stands in it overcasted. Not sure if your duration buff actually does anything. I notice it does damage in "chunks" but towards the end I see a lot of little hits as it fades. It seems set to stop animating at the normal duration of 11 seconds. I would think 12 normal and 18 overcast would be okay costs for the damage. It's a solid damage spell with a small radius.
Rosalina  [author] Apr 11, 2022 @ 5:42pm 
thanks for your extensive feedback. I will look into it tomorrow. Kinda late right now.
I chose to go a little bit harder on the buffs with yin and yang magic cause cathay feels very weak at the moment and is surrounded by crazy op factions and the 15x20 chaos stacks constantly.
ElJefeGrande Apr 11, 2022 @ 5:37pm 
Ancestral Warriors: I like the cost reduction. Not a fan of increasing charges to 4 and lowering the cooldown. That's a personal preference. I don't have to cast it, but I don't like when the AI spams shit like this at you constantly. I hate all the free unit spamming so many factions can do now, but at least they all degrade. Can you imagine 5 Khorne bloodletters that never expire? Awful. I think this spell serves the purpose of quick "oh shit I need a unit on my flank to cover my ranged units" kind of thing. A get-out-of-jail card with a couple charges. Also serves as fodder you throw out in front of your army to get shot and shot into by your ranged/artillery. It's a T4 ethereal halberd unit with magic attacks, armor-piercing and anti-large with terror. I would leave the cooldown at 52. This unit starts to degrade at 55 seconds, and also helps space out your summons and not waste both charges fast.
ElJefeGrande Apr 11, 2022 @ 5:36pm 
Missile Mirror: Fantastic. A spell that isn't stupidly expensive to barely eliminate a unit in a pitched ranged battle. Regular cast is long enough to remove them from a fight so I can focus something next to it. Overcast allows the unit to significantly damage itself or take an artillery piece out of a fight for a while.


Cloak of Jet: Perfect, duration buff allows for a super long cav or longma flank, or a really well-hidden Iron Hail Gunner or whatever ranged unit to do their job.
ElJefeGrande Apr 11, 2022 @ 5:27pm 
Love the mod, gonna give some feedback:

I see you added the map-wide to Yin as well. I don't think it needed a stat buff though. 10% slow and -15 armor for 18 seconds is really good for a map-wide effect that pops off when you cast anything.

Storm of Shadows: -75% speed seems a bit ridiculous on top of the passive buffed and map-wide now. It's a 95% speed reduction. Everything is frozen. It's essentially a root. My main issue with the spell was the small radius which you buffed to 45m. I think 45% speed reduction at 55m lasting 35 seconds is fair. I look to Sheet of Ice in Kislev's Lore of Ice. Love that spell; a quick, cheap, and easy zoning or slowing spell so ranged units can do their job. This spell at single cast is a cheap and quick reaction spell, or overcast for zoning chasers, flankers, and big chunks of melee walls coming right at you. I'd keep the winds cost buffed to 6 and (10).