Nainstalovat Steam
přihlásit se
|
jazyk
简体中文 (Zjednodušená čínština)
繁體中文 (Tradiční čínština)
日本語 (Japonština)
한국어 (Korejština)
ไทย (Thajština)
български (Bulharština)
Dansk (Dánština)
Deutsch (Němčina)
English (Angličtina)
Español-España (Evropská španělština)
Español-Latinoamérica (Latin. španělština)
Ελληνικά (Řečtina)
Français (Francouzština)
Italiano (Italština)
Bahasa Indonesia (Indonéština)
Magyar (Maďarština)
Nederlands (Nizozemština)
Norsk (Norština)
Polski (Polština)
Português (Evropská portugalština)
Português-Brasil (Brazilská portugalština)
Română (Rumunština)
Русский (Ruština)
Suomi (Finština)
Svenska (Švédština)
Türkçe (Turečtina)
Tiếng Việt (Vietnamština)
Українська (Ukrajinština)
Nahlásit problém s překladem
Shielded Jade Crossbowman loses 5 MA for 5MD and gains a shield at the cost of reduced rate of fire by 50%. This is an incredible downgrade. On skirmish vs Jade Crossbowman you gain 35% damage reduction from shield and lose 50% of damage from firing.
Now looking at Celestial Dragon Crossbowman - Aside from dropping 20 in range, their 2 times longer reload speed doesnt cover 2 shots per volley. I dont see accuracy, but Celestials are worse ranged units than Crossbowman, while Crane Gunners are much better at taking down large. Tier 5 unit has efficiency of Tier 3 unit, maybe Tier 4.
Even in campaign with Miao Ying and her +25% accuracy, those guys always underpeform compared to Jade Crossbowmen.
On campaign using Miao to get surrounded i cast Talons on maybe 100 kills, but another battle and being surrounded a single cast of Hounds can get my alchemist over 200.
On the on the otherhand, Final Transmutation, which was one of best AOE spells and did alot of kills, right now is a joke. Missile spells are much better, not to mention Tzeenches that have insane accuracy and 2 casts can kill troll hag.
1 - horrendous harmony penalties and slow growth.
2 - Jade Warriors are falling out of very quickly in terms of strength and they have NO tier 2 melee unit. With their slow growth getting Celestial Dragon Guard is out of question.
I am being DESTROYED by Lokhir, Chaos and Ghorst.
Heroes and Lords are incredibly overturned. Starting from turn 15 When you can have Kugath, 2 Exalted Heroes, 2 Plague Bearers (later 3 with Kugaths skills), 2 Cultists I dont need any units. Yet the upkeep is high, but those 5 can win against Ghorst, Ogres and Orcs with incredible ease. Most fights end up in enemy surrounding the 5 Nurge unkillables, as i end enemy with regular melee on very prolonged combat.
Spells are not required, even abilities that heal arent really required and you can go with damage reflection on Exalted Hero and damage ability on Plague bearers (although its actualy not doing much).
Ranged enemies are a problem, but you can do them in with hiding literally 2-3 toads or riders in bushes. If you get 3 heroes which isnt hard to do by turn 30 you are unstopable breath of Nurgle.
I dont seem to see the option, maybe in 27th release ?
So i cant tell, but like i mentioned in comment - Lord/Heroes are overpowered WITHOUT using healing skill or Lore of Nurgle. Nurgles worst enemies are ranged - which Ghorst and Ogres doesnt really have, and strong single entities.
Single Entities Nurgle nukes with Rancid Visitations - one of top 3 single entity killers based on RNG and activating skill that initiates healing. And Nerfin heroes will also nerf them (?) or just player. If its global, than you will just make Rancid more powerful and Nurgle will save winds for other spells.
Ranged are done in with Blight Boil
String Monstrous are dealth by Curse of the Leper.
Flashy if some hero gets too focused.
Stream of Corruption is bugged ? Feels like it doesnt do damage, or has heavilly limited entity affected.
Im saying this because even Miao Ying with Van Carstein sword (hunger) and using healing spells struggles to keep 100% health, while my heroes can enter battle with 1% max HP and still end fully healed. Battle heals them faster than replenishments.
Characters nerf in menu nerfs all characters, both player and AI. Wait and see.
I by no means meant something bad, the mod is great and it brings me into WH for way more than vanilla could ever. The more i play the more i noticed, and in middle of game, when I started facing Silverin Guard, Shadow Warriors, those Axe elves i forgot, Big Uns, Boar Big Uns, Longbeards - I Noticed that both Plagueridden and Exalted Heroes started losing health faster than regeneration from items give them. All because in that battle, my Cultists on Warshrine mounts were blocked by other units and couldnt get their healing radious on those guys.
So If you could remove the Warshrine mount from Cultist and replace it with say Toad to be some sort of pox rider, that would remove the abusive healing from Lords/Heroes while making Warshrines revelant in army composition.
And yes, Skarbrand can solo all but Nurgle putting all winds into Rancid on him.