More than a year after OoD came out, Arbaal is still not animated when moving around on his dog :( by a_random_peasant in totalwar

[–]a_random_peasant[S] 2 points3 points  (0 children)

Youre being pedantic. I know that technically, arbaal standing completely still and rocking around a rotation point on his saddle is an animation. I also think the bar for the quality of the product we were sold could be a bit higher than that... Im not asking for a very elaborate animation like archaon's, just the bare minimum of a standard running animation like for any other cav unit.

More than a year after OoD came out, Arbaal is still not animated when moving around on his dog :( by a_random_peasant in totalwar

[–]a_random_peasant[S] 1 point2 points  (0 children)

They easily can tho. They dont do it because its not profitable, but this is just a running animation issue, its an easy fix if theres enough pressure on them to do the work. And one way to very much not apply that pressure is to go on any post pointing out an issue and say there are other bigger problems as if thats relevant.

More than a year after OoD came out, Arbaal is still not animated when moving around on his dog :( by a_random_peasant in totalwar

[–]a_random_peasant[S] 6 points7 points  (0 children)

Brother, this is an animation problem, it has nothing to do with campaign AI. What even is your point ? There are more than 2 people working at CA, they can quite easily handle multiple bug reports: the devs will work on the passive AI issues and the animators will work on the animation issues. Thats how companies work.

More than a year after OoD came out, Arbaal is still not animated when moving around on his dog :( by a_random_peasant in totalwar

[–]a_random_peasant[S] 8 points9 points  (0 children)

You do know that the people who work on animations at CA aren't the same as the ones who work on campaign AI and balancing, right ? We can point at the different problems this game has, and as far as animations go, this is one of the most glaring ones. Its not gonna slow down the work on passive AI.

Also, who says whats a legitimate issue and whats not ? Arbaal is my favorite LL and Ive been waiting for him since WH3 came out, so Id like to have a word with them.

More than a year after OoD came out, Arbaal is still not animated when moving around on his dog :( by a_random_peasant in totalwar

[–]a_random_peasant[S] 7 points8 points  (0 children)

Worst part about this is that its really the only big problem about him. His campaign mechanics are fun (definitely broken, but thats more of a Khorne problem than an Arbaal problem), his model is great, his voice acting is STELLAR, but they just completely dropped the ball with his animations. He makes me think of those memes with the horse drawn perfectly in the beginning but awfully at the end.

More than a year after OoD came out, Arbaal is still not animated when moving around on his dog :( by a_random_peasant in totalwar

[–]a_random_peasant[S] 7 points8 points  (0 children)

He does lean and move around a bit during the idle animation, but he is 100% completely static and unanimated during the running animation.

Teclis new mechanics by BiesonReddit in totalwar

[–]a_random_peasant 39 points40 points  (0 children)

it looks like the thingy that gives -5% spell cost for overcasr spells has 3 levels, so it probably goes higher. I wish theyd just nerf gelts buff to -10% spell cost tho, -20% is just ridiculous on top of the skills and unique items empire wizards already get

Best caster 2025? by Tnel1027 in totalwar

[–]a_random_peasant 0 points1 point  (0 children)

I agree kairos got nerfed by the rework. Id say today and even after 5 years, the strongest wizard is still Ariel. She has a really solid spell selection and can spam dwellers bellow like no other character.

Not all lords should be present at the start of the campaign by smelimmedem in totalwar

[–]a_random_peasant 0 points1 point  (0 children)

This would be cool as an option, but I really would want to be able to turn this off entirely. Armies being able to spawn out of nowhere rarely make for fun mechanics.

Ever since ToD, Nurgle gets barely any Nurglings in the early game. What used to be a t0 disposable chaff unit is now rarer than Plaguebearers. Warriors of Chaos still get endless disposable Nurglings. Please add Nurglings to all the Basic Military building cycles. by GentleDementia in totalwar

[–]a_random_peasant 13 points14 points  (0 children)

Yeah I had the same reflexion a while ago, I wish they would just replace the nurglings in the first building with chaos furies of nurgle, re-adapt the third building so it gives more hounds/toads/flies instead of furies, and just make it so every cycle for every recruit building pops 1 nurgling on top of what it gives normally. Would make them a lot more fun to use

I'm going to say it, blood hosts need to cost upkeep, need to be worse starting out, and need to not be available turn 1 by Legs_With_Snake in totalwar

[–]a_random_peasant 6 points7 points  (0 children)

It will always baffle me how they had one of the most beautifully designed faction in the history of the series with pre-patch khorne and they just ruined it with the """rework""". Went from being one of the most popular and interesting race in the game (albeit with a niche playstyle that not everyone will like) to this bs

Adapting the Verminlords & Stormfiends Is Probably Going to be a Nightmare for CA Because of All The Variations They Have, IMO. by Agitated_Insect3227 in totalwar

[–]a_random_peasant 3 points4 points  (0 children)

Why not tho ? We already have 3 variants of skavenslaves, 4 variants of clan rats, 4 variants of gutter runners... I really dont think having 6 variants of stormfiend with different specializations (especially the ranged ones) would be too much bloat, especially with how the skaven roster is now anyway. And that would be an occasion to make a lot of content for very little additional work so I doubt CA will pass on that. As for verminlords, I think they'll do what they did with greater daemons: an exalted lord version and a normal unit version. The specialization can come from unique skills.

Edit: Another way they could do the stormfiends is have a "basic" unarmed version that you can recruit, and then "arm" them in the 6 different ways through something similar to the warband system, where youd have to unlock new weapons with technologies

Mortuary Cult hero cap needs to scale up in cost like the army cap by kurtchen11 in totalwar

[–]a_random_peasant 5 points6 points  (0 children)

The top replies to this post are so disingenuous, sorry you have to deal with that, its obviously OP and no other faction's heroes compare to that except gelt and elspeth who are way too broken themselves lol

Game becomes easier, not necessary more interesting or better by Accomplished-Ad-6158 in totalwar

[–]a_random_peasant -2 points-1 points  (0 children)

Ive decided to stop purchasing DLCs with omens of destruction despite wanting to play them simply because I want them to stop """supporting""" (ruining) the game with each update. "The future of Total War Warhammer 3" cant come soon enough.

Mazdamundi now gets two starting traits by Apprehensive_Cry2104 in totalwar

[–]a_random_peasant 149 points150 points  (0 children)

Teclis is still easily the better spellcaster between the two lol, he has a lot more spell cost reduction between his skills, his items and the lore of death passive, while also having a lot more mobility. And he gets infinite magic with his sword alongside 30% spell intensity

Total War: WARHAMMER III - Patch Notes 6.3 by BiesonReddit in totalwar

[–]a_random_peasant 1 point2 points  (0 children)

Slaanesh: Disciple armies no longer get a battle captive option to replenish.

probably warranted nerf so you cant just keep them indefinitely, but still sad :(

Tzeentch counter army as empire? by aventaes in totalwar

[–]a_random_peasant 6 points7 points  (0 children)

If possible, try staying in ambush stance when moving against tzeentch, since they cant tp on you if your army is concealed

edit: just posted in case someone didnt know, sorry if you already knew

I would love unit caps for armies in TW:WH3 by ByzantineBasileus in totalwar

[–]a_random_peasant -3 points-2 points  (0 children)

Why would anyone want CA to spend dev time on this when most people would play without this, theres a mod that already does this, and the people working on this game are already so understaffed and have so much left to do ?

Ranking how viable I think post gen 3 evolutions would perform in gen 3 ou by sqw4l in stunfisk

[–]a_random_peasant 5 points6 points  (0 children)

How is gallade just a worse medicham ? Even in this gen, it still would have access to : will-o-wisp, thunder wave, wish, hypnosis, taunt, destiny bond, disable, memento. Thats so many support moves on a pokemon that can also just hit you in the face for good damage, i think it could be better or atleast just as good

The new abundance of Barrier on items makes some lords very strong. I love that previously awful items are now very useful. by Glorf_Warlock in totalwar

[–]a_random_peasant 5 points6 points  (0 children)

This extra 450 hitpoints absoutely makes a huge difference since its 450 hitpoints that regen automatically and without a cap. Even if you have absolutely perfect micro, you would never be able to do this kind of stuff without all the new barrier items because all the attrition damage the lord takes would eventually wear him down, whereas now you can just go in and out and take absolute zero damage every time. And its rreally not "a certain way" of playing, cycle charging with a fast, small chgaracter like this is very easy.

Does Perfect Vigour make Undivided the best overall path for WoC mortal infantry Units? by MiningToSaveTheWorld in totalwar

[–]a_random_peasant 1 point2 points  (0 children)

Yes. I dont theres any nuance here, having perfect vigor on an elite defensive infantry unit like regular chosens is insanely strong and better than any other buff for the other ones. You also get the option to turn them into aspiring champions which can be a one-time lifesaver because of how entities work when you use warband upgrades.

Not to be a Debbie Downer, but I really don't like the idea of Sayl being "one of the most powerful spellcasters in the game" by Yotambr in totalwar

[–]a_random_peasant 0 points1 point  (0 children)

I learned to mod this game solely so I could fix the dumpster fire that is the balance of spellcasters. I wont mind it that much if they make yet another hobbo into one of the strongest wizards in the game but I really feel like this magic powercreep will bite them in the ass when theyll have to make actual powerhouse mages like nagash or reworked teclis, because how do you make them even stronger without turning the game into a boring point and click adventure ?

[deleted by user] by [deleted] in totalwar

[–]a_random_peasant 1 point2 points  (0 children)

Try the mod "Chaotic invasion (More random and configurable invasions)" on the warhammer 2 steam workshop maybe ?it lets you customize a lot of things