Total War: WARHAMMER II

Total War: WARHAMMER II

Legendary Diversity (Lizardmen)
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WRLegion  [developer] Nov 5, 2020 @ 10:12am
Dark Elf Mod Rework
As the first mod of this series, the dark elf mod only gave units stat buff, which has become a bit boring in comparison to what has been done for other races. So, I decide to rework the mod and make it more flavourful. Here is the plan for the rework and my thoughts behind them, let me know how you feel about it, constructive feedbacks are always welcomed.

I will only show the effects for stage 3 (level 30), since this is where the main benefit of this mod should kick in.

Malekith:
Blackguards:
Malekith is the Phoenix King (for me anyway). His Blackguards at level 30 should represent the Shadowfire Guards from the End Times, combining the strength of both units.
• Physical Resistance +30%
• Enable Expert Charge Defence
• Enable Martial Mastery
Darkshards:
Previously I just buffed them to be Shades, I want them to feel different than generic shades.
• Enable Sharpshooter Mode
o +50% Range
o Enable more accurate projectile with “Shieldbreaker” Effect
o Longer Reload Time as drawback
• Normal Fire Mode now becomes Suppressive Fire Mode
o Projectiles gain “Suppressed” Effect
o Faster Reload Speed
o Slightly more accurate than normal Darkshards
• Enable Martial Prowess
• +10 Melee Defence



Morathi:
Shades:
• +35% Range
• Projectiles gain “Poisoned” Effect and are slightly more accurate
Medusa:
Need more reason to be in the army
• +35% Range
• +10 Melee Defence
• +20% Speed
• Increased Explosion Damage
• Enable Petrifying Gaze (completely stops a unit from moving for 30s, 1 charge per battle)



Hellebron:
Witch elves, Sisters of Slaughter and Har Ganeth Executioners:
Basic buff for every unit
• +25% Speed
• +5 Melee Attack
• Enable Fatigue Immune
Witch elves and Sisters of Slaughter:
Convert their damage into Armour Piercing Damage without changing the sum
• -50% Non-AP Weapon Strength
• +125% AP Weapon Strength
Witch Elves:
As the unit with the least stat, an ability is given to them to better protect the army against missile units
• Enable “Madness of Khain” (Force an enemy unit into rampage, 1 charge per battle, 120 range)
Sister of Slaughter:
In order to differ them from the executioners, given them a new ability that is more on the defensive side.
• Enable “Blade Dance” (+ 30% PR, +10 MD, -20MA, 30s duration, 60s CD)




Lokhir
Previous melee and ranged variants gain the same effect which means there is no point using melee only variant.
Corsair (Both variants)
• Enable Strider
• +10 Melee Attack/ Melee Defence
• Enable Vanguard Deployment
• +10% Physical Resistance
Corsair (Melee)
• +300% AP Melee Damage
• -50% Non-AP Melee Damage
• Attack cause “Bleeding” Effect, reduces Speed, Melee Defence and damages affected enemy
• Enable “Shock Trooper” (+40% Speed, +5 Melee Attack, 30s Duration, 60s CD)
• Stalk + Unspottable
Corsair (Handbow)
• Enable “Guerrilla Tactic” (+30% Speed when there is enemy in 60 range, otherwise +15% Missile Resistance and faster fatigue recover)
• +100% AP Weapon Strength
• +300% AP Missile Strength
• +20% Reload Speed
• +40% Range




Malus:
Cold One Riders
• Enable “Tamed Beasts” (passive disable “Rampage” Effect)
• +20% Speed
• +20 Charge Bonus
• +30% Physical Resistance
• Enable Fatigue Immune
• +14 Melee Defence