Quick follow-up: Mangler Squigs explosion damage has indeed been nerfed. I missed that cause it was listed separately from the stat nerfs further down the list. So the total changes are: Recruitment Cost: -50 Upkeep Cost: 300 -> 238 HP: 1700 -> 1530/model Melee Defense: 30 -> 22 Base Weapon Damage: 70 -> 36 Armor Piercing Weapon Damage: 150 -> 84 Explosion Radius: 10 -> 8m Explosion Damage(base/ap): 81(59/22) -> 36 (12/24) Glad they nerfed the explosion damage that’s definitely deserved. Not so sure the melee damage nerfs were needed to that degree but we’ll see.
Some shadow changes: - Greasus' Everyone has their price ability now causes rampage on the affected enemies - Bruiser gets potion of toughness, it's the one that heals same one the exalted hero of khorne has - Bruiser's expert charge defence and charge reflection aura no longer has the condition of him needing to stand still for 3s for the aura to activate - Tyrant lost the -leadership item and got arsebelcher, does a bit of AoE damage and spreading armour sunder Uncertain if this was in 6.0 already, but Skarr Bloodwrath has his healing ability and heal increase passive baked into him with no cost.
Yeah, this smacks of "A higher up dev thought this was a great idea, forced it to be applied to everything at the last second, accidentally broke everything"
It seems that they were internally unaware of the fact that some of the animations had the hard coded splash requirement to work. Apparently terracotta sentinel and toad dragon have some very specific animations that only work with their release splash values and they managed to nerf them after adjusting splash down, which should've been a buff.
When you read the part about the gold cost reduction on the mangler squigs I literally said "why" the same time you did, and to make matters worse I was at a coffee shop and had to be the only one making noise at that moment lol.
wrathmongers trade super badly into elite infantry for their cost and they seem to get overwhelmed by numbers whenever they are in combat that is why ca added immunity to flanking to their attribute,which in my opinion is a very good change
Possibly. But far as I'm aware they have splash attacks so it's possible the initial splash issues from 6.0 being fixed also fixes them. As in the new buff is now buffing them into being overtuned. We'll see.
@@TequilaSunsetVidsehh,they are probably not overturned tho they are supposed to be the strongest meele infantry infantry game ,they still take a lot of damage to range and artillery,also khornate chosen despite costing less were better than them in pretty much every single way ,as they killed infantry quicker and were more durable as well.Also I don't think their spash attack damage is all that high tbh(also wrathmongers weren't being affected by splash attack change so they were just underwhelming)
@TequilaSunsetVids In my testing Wrathmongers didn't appear to have bugged damage so they should be mostly the same, just less efficient at killing models.
You missunderstood something massive about the mangler squig changes. They did nerf their explosion ontop of all the other changes, their explosion is an ability called "Force of Total Destruction" and because of that the nerf was just listed in the abilites section and not directly with the unit.
Also isn't immune to flanking still a super rare stat in the game right now? 😅 I think it suits wrathomngers that are flailing their hammers everywhere. They will be very strong in melee (as they should be as an elite unit, previously they were a bit dissapointing imo), but still vulnerable to missiles.
Wrathmongers got Immune to Flanking because their low model count lead to them getting surrounded easily by models in the unit they were engaging from the front which lead to models in the unit drying more easily from reduced melee defense. Seems like a good change to me.
Just noticed that despite it should be showing all the stat changes now, it still doesn't show the extra MA and WS a unit gets through charging, sad : (
Im curious if anyone else has been having this issue. If I load a saved Savage Orc Shaman lord playing (only) as Gorbad it causes my game to crash/close.
the most sad thing is that they didnt buff wrathmonger and skullreapers enough,still its a trash unit compared to its cost,not enough damage not enough hp and it doesnt have any specific role in any match,really hope in future updates they give them one big buff that makes them viable in some way,whats good in them if they cant do better than chosen with dw in any situation
@@joshuanowlin443 the thing is that first of all both of them should have been the most powerfull of all chaos warriors on any field but now both of them are weaker than chaos warriors of khorne which is odd i mean they simply could make them more expensive and more powerful but they didnt,more than that normally when we get a unit it has some role in the matches both multi and campgain but now both of these are weaker and more expensive than chaos warriors and have no real role in any kind of specific match up like chaos hounds that are flank units or shielded units that are there to tank so they are not what they should have been in first place,im sad cause I JUST LOVE THE MODELS and its hard to see they are trash
@@aminbayat8742 I ran a couple test battles and Wrathmongers seem to be slightly beating Dual Weapon Chosen now. Considering that Wrathmongers are a generalist unit, that's a pretty good result.
@@strangestecho5088 then its just not bad anymore,but still i wished they could make them more powerful and more expensive,it could have been a better option lorewise,thanks for saying :D
If not for the MP clique dictating changes, a lot of awful changes never would have happened. They are not omniscient, but certainly act as if their opinion is fact. Again, a clique. Not the entire community.
Mangler squigs prepatch were able to kill dreadlord on black dragon without issues, and without exploding, despite costing half of its price and being designed as anti-infantry unit. It is a good change imo, even if explosions are busted too.
I think it should have like 100 range max. It would make much more sense as a shotgun, and you want this thing to replenish ammo by driving through infantry anyway.
I didnt played a lot of time Norsca but shouldn't Fimirs reaps apart any heavy armored infantry?! They have bonus vs armor and infantry... but when i fought with tzars guard Fimirs loosing now...
Quick follow-up:
Mangler Squigs explosion damage has indeed been nerfed. I missed that cause it was listed separately from the stat nerfs further down the list.
So the total changes are:
Recruitment Cost: -50
Upkeep Cost: 300 -> 238
HP: 1700 -> 1530/model
Melee Defense: 30 -> 22
Base Weapon Damage: 70 -> 36
Armor Piercing Weapon Damage: 150 -> 84
Explosion Radius: 10 -> 8m
Explosion Damage(base/ap): 81(59/22) -> 36 (12/24)
Glad they nerfed the explosion damage that’s definitely deserved. Not so sure the melee damage nerfs were needed to that degree but we’ll see.
Would've been funnier if the manglers were "controllable" vortexes in unit form. They'll still go in the general direction you've sent them.
Some shadow changes:
- Greasus' Everyone has their price ability now causes rampage on the affected enemies
- Bruiser gets potion of toughness, it's the one that heals same one the exalted hero of khorne has
- Bruiser's expert charge defence and charge reflection aura no longer has the condition of him needing to stand still for 3s for the aura to activate
- Tyrant lost the -leadership item and got arsebelcher, does a bit of AoE damage and spreading armour sunder
Uncertain if this was in 6.0 already, but Skarr Bloodwrath has his healing ability and heal increase passive baked into him with no cost.
Thanks
One question to CA who'll never read this: why can't you freaking include it in the notes?!
Well, I'll give them credit, they at least addressed the mess they made in a reasonable amount of time.
Given there was a weekend it was really as fast as it could be.
@@nahadoth2087so you want them to work on weekends? It’s literally Ilegal dude
@@washedupazir2873 Wat. How on earth did you get that from my comment?
@@washedupazir2873 What country do you live in where you think it's illegal to work on the weekend?
Yeah, this smacks of "A higher up dev thought this was a great idea, forced it to be applied to everything at the last second, accidentally broke everything"
No way of knowing for sure but that wouldn't surprise me. My sympathies to the likely junior devs who had to pull OT this weekend to fix the issue.
It seems that they were internally unaware of the fact that some of the animations had the hard coded splash requirement to work. Apparently terracotta sentinel and toad dragon have some very specific animations that only work with their release splash values and they managed to nerf them after adjusting splash down, which should've been a buff.
@@TequilaSunsetVidsSome korean dude fixed it in 1 hour, all the had to do was get the file from workshop and see what he changed
When you read the part about the gold cost reduction on the mangler squigs I literally said "why" the same time you did, and to make matters worse I was at a coffee shop and had to be the only one making noise at that moment lol.
Hell yeah, there it is. I'm glad it's fixed, big slammahs and sponges are my favourite units
wrathmongers trade super badly into elite infantry for their cost and they seem to get overwhelmed by numbers whenever they are in combat that is why ca added immunity to flanking to their attribute,which in my opinion is a very good change
Possibly. But far as I'm aware they have splash attacks so it's possible the initial splash issues from 6.0 being fixed also fixes them. As in the new buff is now buffing them into being overtuned. We'll see.
@@TequilaSunsetVidsehh,they are probably not overturned tho they are supposed to be the strongest meele infantry infantry game ,they still take a lot of damage to range and artillery,also khornate chosen despite costing less were better than them in pretty much every single way ,as they killed infantry quicker and were more durable as well.Also I don't think their spash attack damage is all that high tbh(also wrathmongers weren't being affected by splash attack change so they were just underwhelming)
@TequilaSunsetVids In my testing Wrathmongers didn't appear to have bugged damage so they should be mostly the same, just less efficient at killing models.
You missunderstood something massive about the mangler squig changes.
They did nerf their explosion ontop of all the other changes, their explosion is an ability called "Force of Total Destruction" and because of that the nerf was just listed in the abilites section and not directly with the unit.
Ah I see thanks for letting me know.
Also isn't immune to flanking still a super rare stat in the game right now? 😅 I think it suits wrathomngers that are flailing their hammers everywhere. They will be very strong in melee (as they should be as an elite unit, previously they were a bit dissapointing imo), but still vulnerable to missiles.
@@LuzikArbuzik77 I’m more just disappointed that Gor-Rok doesn’t have it lol. If anything in this game should be immune to flanking it should be him.
Only Bastiladons, Varghulfs, and Rotting Leviathans had it previously. Wrathmongers are now the only non-SE to have it.
Wrathmongers got Immune to Flanking because their low model count lead to them getting surrounded easily by models in the unit they were engaging from the front which lead to models in the unit drying more easily from reduced melee defense. Seems like a good change to me.
Wrathmongers got Immune to Flanking, like I suggested. You can leave your donations on the porch.
Just noticed that despite it should be showing all the stat changes now, it still doesn't show the extra MA and WS a unit gets through charging, sad : (
force of total destruction= mangler's explosion, blow apart = colossal squig's explosion
they still need to address the perfect vigour.
Good this was making my new ogre campaign hell
Im curious if anyone else has been having this issue. If I load a saved Savage Orc Shaman lord playing (only) as Gorbad it causes my game to crash/close.
Yeee Gorbad campaign crashing quite a bit atm
the most sad thing is that they didnt buff wrathmonger and skullreapers enough,still its a trash unit compared to its cost,not enough damage not enough hp and it doesnt have any specific role in any match,really hope in future updates they give them one big buff that makes them viable in some way,whats good in them if they cant do better than chosen with dw in any situation
I am not getting the hat I see for these units, I have ran full stacks of them and the do fine. They win battles comfortably.
@@joshuanowlin443 the thing is that first of all both of them should have been the most powerfull of all chaos warriors on any field but now both of them are weaker than chaos warriors of khorne which is odd i mean they simply could make them more expensive and more powerful but they didnt,more than that normally when we get a unit it has some role in the matches both multi and campgain but now both of these are weaker and more expensive than chaos warriors and have no real role in any kind of specific match up like chaos hounds that are flank units or shielded units that are there to tank so they are not what they should have been in first place,im sad cause I JUST LOVE THE MODELS and its hard to see they are trash
@@aminbayat8742 I ran a couple test battles and Wrathmongers seem to be slightly beating Dual Weapon Chosen now. Considering that Wrathmongers are a generalist unit, that's a pretty good result.
@@strangestecho5088 then its just not bad anymore,but still i wished they could make them more powerful and more expensive,it could have been a better option lorewise,thanks for saying :D
honestly the squigs feel fine in campaign but since they are so prone to being wiped out they should be a 1 turn recruitment.
If not for the MP clique dictating changes, a lot of awful changes never would have happened. They are not omniscient, but certainly act as if their opinion is fact.
Again, a clique. Not the entire community.
Mangler squigs prepatch were able to kill dreadlord on black dragon without issues, and without exploding, despite costing half of its price and being designed as anti-infantry unit. It is a good change imo, even if explosions are busted too.
Ban ror skull cabon from existence
Gotta love loading into a match against KHORNE and getting kited by homing artillery lol.
I think it should have like 100 range max. It would make much more sense as a shotgun, and you want this thing to replenish ammo by driving through infantry anyway.
I didnt played a lot of time Norsca but shouldn't Fimirs reaps apart any heavy armored infantry?! They have bonus vs armor and infantry... but when i fought with tzars guard Fimirs loosing now...
Whats wrong with the teracota it isnt good anymore? I am a campaing player
Bellowers are the most fun unit in the dlc wdym?
Wrathmongers SHOULD be the best. So your opinion is wrong. Im tired of all chaos units being over priced and under powered.
WHERES MY FIRST COMMENT AT, I WANT MY PODIUM FINISH
No clue maybe the youtube automod yoinked it.
Brilliant work by CA, but of course there will still be whinging beta-nerds in the comments
Let's gooooooooooo