I think the tree acne changes aren't necessarily about the amount and spacing of trees, but making them look more natural with the terrain and not just "Select circle tree brush from map painter. Dab trees here and there in a perfect circle. Done." I don't mind if there is a small forest in the middle of the map as long as it doesn't break my immersion by looking like a lazy custom map when it's actually done by the devs.
yeah totally agree, I mean from a gameplay stand point it could be arguably worse than before. On the other hand the pictures they showed at least look like an actual map now instead of a tutorial map for a simulator
Exactly this. While some maps it is about just getting rid of small pointless groups of trees on most of them where i've noticed a difference it is just making them look more like natural forests. I'm pretty sure that's what they said they were going to do when they started with it a while back, don't recall them saying they were just going to remove all clumps of trees completely
@@imma5761 Yep size of maps is the major issue the "tree acne" is just very obvious on it. 20v20 gets cramped and any more than that you simply can't maneuver on a huge number of maps. It's odd since the maps can be kept campaign only if the MP need their versions smaller, plus there's absolutely no save game compatibility issues since you can't save in battles! Also the modders maps are being added to MP, why not SP too? especially if they're larger!
The thing i hate more is when there's a forest that isn't a forest. You try to hide units in the forest but nuh-uh this isn't a forest, it's a disconnected series of trees that counts as a forest 60% of the coverage so your units are still visible
Couple wild things in the balance part: Demons of Chaos getting demon prince lords is outstanding since their redline skills apply to all demons, allowing more efficient mixed armies. Skullcannons now spawn the magma cannon vortex with their projectiles. Wood elf wildwood rangers (the thing no one recruited) have been remade into an assasin unit. Vanguard stalking bonus vs infantry that gets more powerful around strong (terror) enemies.
"Aborted" probably means that the mission is not possible to complete because either the target or the issuer is not available. I wish they implement the cancel button but I doubt it.
My view is that patches like this are absolutely necessary, even if they're not as meaty, and I'm looking forward to playing it - but I want CA to give us an estimated timeframe for 6.0 and any potential 5.4. I really want to see the Dark Elf slave mechanic reworked or reverted to WH2 levels; Dark Elves are just nowhere near as fun to play at the moment and I feel like they're a bit left behind after a long period of being very powerful in WH2. A bit of love for the Bretonnians, and of course a Geomantic Web refresh for Lizardmen, would be amazing too - I played a Mazdamundi campaign recently and even with skill issues at my end it was a real struggle.
I feel like Dark Elves rarely get talked about, but mechanic-wise they’re really suffering, both in terms of racial and individual mechanics for legendary lords. Not sure how to get more attention on that, or whether CA will look at it though.
I dont think the Druchi scalies or pirates are the main concern since I think all of them have good unit options, but I do agree small Campaign changes would be nice. I think the main 2 are Norsca and Brets. Brets are lame as their roster is too one sized and Norsca while fun is just simply way toooooo small.
would be pretty funny if you put the helm of draesca on a throwaway lord and battle a really strong legendary lord without an armor piece, he steals the helm and just randomly dies in the following turns to not come back for 10 turns
CHAOS INVASION endgame, would love to see this for sure. I loved this so much from WH1. Chaos invades from the north and the order factions working together to fight the forces of darkness with alliances. Fits perfectly with the lore and lotr. AI needs proper rework too, this is probably the most important feature that needs to be fixed before EOL.
I wouldn't mind seeing it implemented as "all WoC factions confederate under whoever is currently strongest". Would even give the player a bit of agency because you could try to wipe them out before this happens.
I am so unreasonably happy about Halberd Grave Guard. Its so helpful for VC as i can *actually fight cavalry* now. Its so nice having an answer for that annoying harrasment cav
"Untold power" 20 armor, immune to contact effects, unbreakable, expert charge defense.... I wouldn't use that item if it didn't have a chance to wound me every turn AND extend how long you're out for, most of these will either do nothing most of the time or be useless on the characters that you would equip it to compared to basically any other type of armor. Do I want 6 armor and 20% DR or do I want to risk losing a vital character for 14 extra armor and effects that will never do anything? Its like the person they have making these spends no time looking into the game they're making
@ yes, but why would you equip it at all over one? The unbreakable is extremely niche and basically the only valuable part of the item, which can also be a detriment at the worst and pointless at the best. I could equip a flying lord with it true, or just have a single land unit in his army. Doomstack? Sword or Crown. This item isn’t worth losing out on the extra defense. If it had maybe 10% ward save it would be at least equipping sometimes, but barely any armor and two abilities that will either never matter or do next to nothing aren’t worth it
@ that is an extremely niche ability and if you don’t mind just having one land unit in the army negates the whole point. “Oh but it’s for a one man doom stack” that doesn’t stop the item from being trash item that isn’t worth it 99.9% of the time, especially since most people or campaigns don’t have or use one man doom stacks. Plus you’re saying you’d really rather equip this item than just have one land unit in your “flying one man doom stack” that you hide? It just is an awful item that they really should have given more juice
@@ShadowWalker-ng1ititems designed to cushion a fail state should never come with drawbacks, the drawback is being in the situation where you have to use it
They appear to want bigger pockets of trees still scattered around, rather than removing the pockets of trees. Which looks better, but doesn't fix the problem. The problem is that it means you randomly get bad maps without recourse - despite not being ambushed or intercepted. This is true for both ranged and large units, basically only suiting melee infantry. If you were being ambushed I could understand getting caught out on terrain that heavily disfavours you, or if you insist on attacking an enemy set up on bad terrain for you, but to randomly just get whatever detracts player agency. Personally, I think most maps should fall into four categories: 1) No pockets or swathes of trees. The odd decorative tree here and there, sure, but no pockets that are going to hide or impede movement/projectiles. Think of a savannah or desert. 2) One or two adjacent edges are covered with trees, creeping into the map to some degree, leaving the other two edges largely free of trees. Think a road near a forest, going straight past or curving around. 3) A clear area between two edges covered in trees. Think a road with a forest on either side, but not situated within the forest - being cut back from the trees either due to easy logging opportunities or to make highway robbery more difficult. Similar to an underground battle, but with soft edges to a normal sized map. 4) Trees just about everywhere. Think fighting in an ancient forest or jungle. Might be small clearings and river banks to break it up. The map you get should be based on the location of the battle on the campaign map, so it should be controllable by the player to a large degree if they try (even if that just means deciding to defend on decent terrain rather than attack on horrible terrain). In the open, get an open map. Near a forest but not in one, get a near forest map. Between forests, get a between forests map. In the forest, get a forest. Obviously, an ambush leaves the terrain to the fate of the ambushing army. No tree acne maps with odd clumps of trees just here and there (no matter the size of the pocket). The maps would follow the guidelines above, but that still leaves a LOT of variation. Especially including buildings, swamps, lakes, etc.
@@honorguard7616 ye ye, conquer the foe and sell it off to your vassal/a local you not at war with. prevents the foe from marching to your homeland or taking the land back.
If the AI directly declares war on you it should pull in your vassals the same as it would if you had a defensive alliance with someone. What you are perhaps noticing is that the AI's allied factions will not be at war with your vassals but only with you, this is just how it works and always has been like that. It's the same as when you might join another factions war because you want to avoid directly declaring war on someone and having all their allies join it
I thought that was because the enemy was joining an ally's war rather than declaring directly? in the same way thay we can avoid pulling all defensive allies into a war by joining an existing one. I could be wrong though. (+ not saying it is good but i thought that was what was happening)
That overflow of rework will be quite major boost for Epidemius. He can get like +50% bonus to the research speed with his faction mechanic which means that he will be able to rifle through his research REALLY quickly. I reckon maybe shaving 20-30 turns to complete the whole tech tree will possible🤔
They need to get around to some basic gameplay flaws that really hampers playability, some of which have appeared recently. Routed enemies who partially run of the battlefield remain, become immortal and interact/fight with your units, that shouldn't happen. Flying units now getting stuck in buildings. Some ranged units like shadowwalkers and at times artillery that all aim for one unit at the edge of a larger enemy formation. Artillery not being able to fire on towers despite not being line of sight-blocked. (Classic) Units chasing down others during a rout merely nudging them constantly and never entering attack animation. Stuff like this should be worked on asap!
Tbf they said there’d be a lot of variance between the size and scope of these patches. Could be that next patch is smaller than 5.3, in between 5.3 and 5.2, or bigger than 5.2
They said the scope would vary coupled with them not being able to do the ancillaries fully this time it makes sense, I feel like you certainly had higher expectations but its inline with what was generally expected.
3 more relevant things: Doomflayers had their mass doubled Fleshy abundance now has 4 targets max Some fatigue reduction spells have been changed to value -1 whatever that means. Could mean instant refill or nothing.
I'm still sitting here wondering why we havent gotten news about the actual DLC since they said it was in final stages of testing back in june lmao the paragraph in the 5.3 blog about them changing something due to negative feedback makes me think the khorne DLC got very bad feedback as well and is being reworked lmao
I would love to see new animations for Katarin and Kostaltyn in the lord selection screen. I feel like theirs are lower quality than the rest, particularly after the updated ones they gave older lords
Instead of diplomatic bonus with faction, perhaps they should be diplomatic bonus with race. That makes it valuable even if its a minor faction issuing the quest.
I think what really happened Is that deeps were feature they wanted to add with DLC, but they decided to postpone it, that's why that patch was so big. Nest big patch we should see after another DLC when they include another "late" feature. That's my guess.
If I was in CA shoes, I would release DLC during the Christmas shopping frenzy to try to be part of it with a discount on the core game. If they do that, then it's possible to have 5.4 in late November or early December.
I agree with the tree thing, they really need to have cleaner maps with more defensive positions and not just tree blobs. I would love to have places to set up, or where the AI sets up and I have to try to dislodge them for more flavour.
I made a video with ideas and made official forum post with link to it. I was blessed by Mitch, because he responded. So I can confirm that he is looking into our feedback :).
I dont think they were talking about the ability to manually abort Bounties; it is probably like the usual missions getting aborted by themselves, when for example a faction you are supposed to attack gets wiped out by someone else.
the major issue with ogre bounties was never that they were too slow or gave too little. The biggest issue was always that as a mechanic theyre absolutely useless, its literally just an extra quest, something that every other faction gets aswell. Why we arent all raving mad that this beloved faction that has been out for over 2 years is still being ignored like this i dont understand
5.2 seemed like a 9/10 patch but I believe thos smaller interim patches were supposed to be more like a 6/10. And now expectations are a bit inflated. This one is 100% 'ok'. I think what is happening is that they used the momentum from ToD to basically finish up the Dwarfs and do those other things while they were at it but they overshot the scope they would be targeting at average. Thinking about 5.2 it is actually nuts how much stuff we just got. 5.3 really seems more like a cleanup/lifesign from the game but in a good way. Grave Guard are good, Ogre bounties are ok and probably some kind of playtest, some factions and mechanics got brought in line and those unique seem mighty sweet. Items that are more than just stat-sticks are always welcome.
Tbf a few of the things they did were desperately needed. They may have shifted a few of the changes they wanted to do for 5.3 into the next dlc/patch, possibly because the changes they were planning weren't panning out well
With game dev/coding sometimes you hit major setbacks out of nowhere, and thats why a lot of devs dont like setting definitive deadlines until all they need to do is minor polishing/bug fixing. A lot of triple A games atm suffer a lot from this problem, where the higher ups order a game to be made by X date, not being aware of how much of a shitshow game dev is, and then the game/patch comes and everything is either broken or poorly thought out
actually i am happy they are focusing on reworks and factions update because some of the older factions are just outdated and pain in the arse to play .
I think aborting the ogre bounties is if you get an assassinate X character and he dies by someone else's hand or something where it will auto abort but yes we should get an abort button and better rewards for them
I mean patch 5.3 came and went and the promised Bretonnia update is nowhere in sight. it would help if we could at least know for which patch this update is due
I think you are a bit harsh about the patch. Maybe it's not as flashy as the previous one and the Ogre bounties feel a bit desapointing, they seem to have worked on several fixes and those may take alot of time. I'm really happy about them working on making the IA less stupid and if every fix is working as intended i would be pretty happy about the patch overall. Also i'm pretty sure they said somewhere in patch 5.2 that not every patch is gonna be as big as this.
Didn't the trollhammers get pretty much a straight buff though? 5 MORE shots? And just reduced melee stats? Or do trollhammer projectiles do melee damage?
It’s feels like Mitch has really taken his job head on obviously more resources are behind Warhammer now but these updates do give me a good feeling for the future of the game at least for a little while maybe CA will go back to resting on their laurels but for now things seems very encouraging
"The item gives 90% wardsave? Well, let it be gray. OOO! But this one!! 7 lines of effects!!! Unique-purple-legendary-issued for conquering 50% of the map!!!!" It seems that even neural networks don’t use such stupidly direct logic.
I just hope Ironguts kick some ass now. I hate sending my Ironguts in after tying up ranged units with Saber Tusks only to see their health drop like a sack of shit 5 seconds later and rout
i'd be very happy if they rework the city Sieges, the point taking is a pointless pain most of the time, and map layout of multiple cities is horrible.
It is a fair bit less than I expected after the last big patch, like there's not much more than what you expect from just a small bug fixing patch really. Grave guard with halberds is the only really good thing as vampire counts really need that type of unit, some of the new items might be good I guess but I agree that unique one you showed was absolute trash and is now going to annoy me just sitting there where you can't scrap or fuse unique items haha. Ogre mechanic seems really meh, a slight improvement but as you say the rewards are far too small still. I only ever did one ogre campaign and this is certainly not enough to make me want to bother doing another one
1% chance to be wounded every turn is *not that low*. Keep that item on for 30 turns and you'll have a 26% chance to be wounded at least once. Why on earth would anybody use it?
Nothingburger contract change. Still not worth going out of your way for. Still no moveable camps. So… still not playing ogres. The research change is good though.
I can get gyrocopter's were over performing but seriously, removing fire while moving? Got Dawi finally able to punch back and make it hurt, this doesn't feel like it was needed to THIS extent on the nerfs.
They were really disruptive in MP. However, I do think they should have added a fire while moving tech bonus somewhere in their tech tree, which they apparently had in the past.
Hold on, doesnt that helmet have basically no downside as long as you unequip it before you end turn? I mean, you could look at it like 'you have these bonuses as long as you get attacked/ambushed and also get the upsides on enemy turns at a risk'
Warhammer 3 fans: GIVE ME STUFF NOW!!!! Devs: But it will be bad like Shadow of Change Fans: IDC REEEEEEEEEEEEEEEEEE Devs: ok here you go.... Fans: What the hell this sucks why didnt you delay this REEEEEEEEEEEEEEEEEEEEEEEEEEEEE
@colbunkmust not what im even getting at. Also idgf about your mods breaking not my problem. At this point you people hounding over mods and not base game stuff is why devs have such a hard time making stuff for the game
When is this dropping? I started a vampire counts campaign last night thinking it was out already... Took Vlad on Very hard and took Nuln by turn 12, its been a battle and I don't want to redo it after my mods crap out post update.
Sadly they will never change the real problems (FOR ME). 1. You can not use diplomacy in a meaningful way and change therefore how you approach a single campaign. You will always end up playing the same the same way over and over again. 2. Everything just declares war on you at some point when you have your armies somewhere else. That is just so annoying. Give AI the vision like you the player get vision. That would make the game waaaaaaaaaaay better. 3. Anti-Player bias is just as an awful of a design choice like have Skill-based matchmaking in modern shooters. And yes before you cry me a river on to circumnavigate these problems. I KNOW HOW, BUT I DONT WANT TO CAUSE IT SUCKS (they are still bad design choices which make me not wanting to play the game)
19:48 And they still haven't fixed the visual bug where when playing dwarves half your settlements visually appear as Ork settlements hahaha it's been 2 years hahaha 😆
I wouldn't expect a big rebalancing of the bounties rewards; CA are allergic to rewarding the player, as they demonstrated by how pitiful the grudge rewards are for the Dwarf legendary grudges.
I think the tree acne changes aren't necessarily about the amount and spacing of trees, but making them look more natural with the terrain and not just "Select circle tree brush from map painter. Dab trees here and there in a perfect circle. Done." I don't mind if there is a small forest in the middle of the map as long as it doesn't break my immersion by looking like a lazy custom map when it's actually done by the devs.
Or if the map was just overall bigger, those tree patches wouldnt be any problem imo
yeah totally agree, I mean from a gameplay stand point it could be arguably worse than before. On the other hand the pictures they showed at least look like an actual map now instead of a tutorial map for a simulator
Exactly this. While some maps it is about just getting rid of small pointless groups of trees on most of them where i've noticed a difference it is just making them look more like natural forests. I'm pretty sure that's what they said they were going to do when they started with it a while back, don't recall them saying they were just going to remove all clumps of trees completely
@@imma5761 Yep size of maps is the major issue the "tree acne" is just very obvious on it. 20v20 gets cramped and any more than that you simply can't maneuver on a huge number of maps. It's odd since the maps can be kept campaign only if the MP need their versions smaller, plus there's absolutely no save game compatibility issues since you can't save in battles!
Also the modders maps are being added to MP, why not SP too? especially if they're larger!
The thing i hate more is when there's a forest that isn't a forest. You try to hide units in the forest but nuh-uh this isn't a forest, it's a disconnected series of trees that counts as a forest 60% of the coverage so your units are still visible
Couple wild things in the balance part:
Demons of Chaos getting demon prince lords is outstanding since their redline skills apply to all demons, allowing more efficient mixed armies.
Skullcannons now spawn the magma cannon vortex with their projectiles.
Wood elf wildwood rangers (the thing no one recruited) have been remade into an assasin unit. Vanguard stalking bonus vs infantry that gets more powerful around strong (terror) enemies.
And Nakai got a bunch of passive abilities and higher stats.
@@broodwarjc1517 did he get a bunch of new things? Change notes on the website say he only got an increase to his wild-eyed passive from +9 to +12
Just a small note, Gyrocopter (Trollhammer) are actually getting an ammo buff like the brimstone variant, not a nerf, cheers great video as always
But the damage potential with the amount of available ammo is lower
@@phantomthunder203 no, only meele damage got nerfed, so i would say overall it might be a slight buff for trollhammer torpedo gyros
They delete shit already...can't wait to get back home and play after JRTC. @@friedrichlars97
@@friedrichlars97So their missile damage is unchanged?
@@kommentier9884it got a buff
glad to see the technology change, i hated the research rate crap and always hoped they would adopt a system like civ.
Civ is a pile of manure and should rarely be emulated, especially not by TW.
"Aborted" probably means that the mission is not possible to complete because either the target or the issuer is not available. I wish they implement the cancel button but I doubt it.
Yeah, you often see "Mission Aborted" when the target becomes unavaliable. Such as "Target X Legendary Lord" but their faction is defeated.
My view is that patches like this are absolutely necessary, even if they're not as meaty, and I'm looking forward to playing it - but I want CA to give us an estimated timeframe for 6.0 and any potential 5.4. I really want to see the Dark Elf slave mechanic reworked or reverted to WH2 levels; Dark Elves are just nowhere near as fun to play at the moment and I feel like they're a bit left behind after a long period of being very powerful in WH2. A bit of love for the Bretonnians, and of course a Geomantic Web refresh for Lizardmen, would be amazing too - I played a Mazdamundi campaign recently and even with skill issues at my end it was a real struggle.
Norsca and Vampire Coast are both in crap boring places as well.
I feel like Dark Elves rarely get talked about, but mechanic-wise they’re really suffering, both in terms of racial and individual mechanics for legendary lords. Not sure how to get more attention on that, or whether CA will look at it though.
I dont think the Druchi scalies or pirates are the main concern since I think all of them have good unit options, but I do agree small Campaign changes would be nice. I think the main 2 are Norsca and Brets. Brets are lame as their roster is too one sized and Norsca while fun is just simply way toooooo small.
would be pretty funny if you put the helm of draesca on a throwaway lord and battle a really strong legendary lord without an armor piece, he steals the helm and just randomly dies in the following turns to not come back for 10 turns
CHAOS INVASION endgame, would love to see this for sure. I loved this so much from WH1. Chaos invades from the north and the order factions working together to fight the forces of darkness with alliances. Fits perfectly with the lore and lotr. AI needs proper rework too, this is probably the most important feature that needs to be fixed before EOL.
I wouldn't mind seeing it implemented as "all WoC factions confederate under whoever is currently strongest". Would even give the player a bit of agency because you could try to wipe them out before this happens.
"Less than half of what I'd hoped for..." 0:38
Join the shieldwall against the approaching Slaneeshi demons (we are short Ironbreakers)
Short?!
No Alliance!
@@NoxFlex
I will swear no oath !!
Crowned by god not by the church
As my power is divine!
Aren’t you a little short to be an Ironbreaker?
HA! Short X'D
I am so unreasonably happy about Halberd Grave Guard. Its so helpful for VC as i can *actually fight cavalry* now.
Its so nice having an answer for that annoying harrasment cav
I used my fodder unit for cav, summons especially
The update to the ogre mercs is great. Finally when I see a camp I can hear the "OGRES, MY LORD!" in my head.
Yep. Only letting you have a single ogre unit was short sighted.
Love the profile pic Koyu!
@@Dianbler I wouldn't say that word around here if I was you. It brings bad luck and grudges!
"Untold power" 20 armor, immune to contact effects, unbreakable, expert charge defense.... I wouldn't use that item if it didn't have a chance to wound me every turn AND extend how long you're out for, most of these will either do nothing most of the time or be useless on the characters that you would equip it to compared to basically any other type of armor. Do I want 6 armor and 20% DR or do I want to risk losing a vital character for 14 extra armor and effects that will never do anything? Its like the person they have making these spends no time looking into the game they're making
Could be good for flying one-man doomstacks, as a way to get unbreakable without the Sword of Kaine.
I am pretty sure you can avoid that by unequiping the item before end of turn but it is still bad item
@ yes, but why would you equip it at all over one? The unbreakable is extremely niche and basically the only valuable part of the item, which can also be a detriment at the worst and pointless at the best. I could equip a flying lord with it true, or just have a single land unit in his army. Doomstack? Sword or Crown. This item isn’t worth losing out on the extra defense. If it had maybe 10% ward save it would be at least equipping sometimes, but barely any armor and two abilities that will either never matter or do next to nothing aren’t worth it
@ that is an extremely niche ability and if you don’t mind just having one land unit in the army negates the whole point. “Oh but it’s for a one man doom stack” that doesn’t stop the item from being trash item that isn’t worth it 99.9% of the time, especially since most people or campaigns don’t have or use one man doom stacks. Plus you’re saying you’d really rather equip this item than just have one land unit in your “flying one man doom stack” that you hide? It just is an awful item that they really should have given more juice
@@gregbowen2477 considering that there are a bunch of ways to get that trait I don't really think it's worth it.
hey that armour can be useful if you need a lord to defend a settlement and you don't care about the lord maybe dying next turn
unless it activates when you hit the end turn button and you end up assassinating your lord...
@colbunkmust it should activate at start of turn
@@ShadowWalker-ng1ititems designed to cushion a fail state should never come with drawbacks, the drawback is being in the situation where you have to use it
@@Stuffystufferfield on a fast lord this ensure you can never lose some settlement
Not a single mention of Norsca in those rework discussions.
They appear to want bigger pockets of trees still scattered around, rather than removing the pockets of trees. Which looks better, but doesn't fix the problem. The problem is that it means you randomly get bad maps without recourse - despite not being ambushed or intercepted. This is true for both ranged and large units, basically only suiting melee infantry. If you were being ambushed I could understand getting caught out on terrain that heavily disfavours you, or if you insist on attacking an enemy set up on bad terrain for you, but to randomly just get whatever detracts player agency.
Personally, I think most maps should fall into four categories:
1) No pockets or swathes of trees. The odd decorative tree here and there, sure, but no pockets that are going to hide or impede movement/projectiles. Think of a savannah or desert.
2) One or two adjacent edges are covered with trees, creeping into the map to some degree, leaving the other two edges largely free of trees. Think a road near a forest, going straight past or curving around.
3) A clear area between two edges covered in trees. Think a road with a forest on either side, but not situated within the forest - being cut back from the trees either due to easy logging opportunities or to make highway robbery more difficult. Similar to an underground battle, but with soft edges to a normal sized map.
4) Trees just about everywhere. Think fighting in an ancient forest or jungle. Might be small clearings and river banks to break it up.
The map you get should be based on the location of the battle on the campaign map, so it should be controllable by the player to a large degree if they try (even if that just means deciding to defend on decent terrain rather than attack on horrible terrain). In the open, get an open map. Near a forest but not in one, get a near forest map. Between forests, get a between forests map. In the forest, get a forest. Obviously, an ambush leaves the terrain to the fate of the ambushing army.
No tree acne maps with odd clumps of trees just here and there (no matter the size of the pocket). The maps would follow the guidelines above, but that still leaves a LOT of variation. Especially including buildings, swamps, lakes, etc.
@LegendofTotalWar I think troll hammer gyrocopter actually got an ammunition buff, going from 20 to 25. Unless I’m reading it wrong.
You are correct, it's their melee damage that got nerfed
Yeah it seems like a buff.
@@MajorDryholewhich is kinda pointless i mean why would you send your copter on melee ? 😂
As warriors of Chaos, when enemies start war with me, my vassels are not at war with them. Am I the only one?
Partly a good thing I suppose
@@honorguard7616 ye ye, conquer the foe and sell it off to your vassal/a local you not at war with. prevents the foe from marching to your homeland or taking the land back.
If the AI directly declares war on you it should pull in your vassals the same as it would if you had a defensive alliance with someone. What you are perhaps noticing is that the AI's allied factions will not be at war with your vassals but only with you, this is just how it works and always has been like that. It's the same as when you might join another factions war because you want to avoid directly declaring war on someone and having all their allies join it
i believe sometimes vassals can choose not to join war
I thought that was because the enemy was joining an ally's war rather than declaring directly? in the same way thay we can avoid pulling all defensive allies into a war by joining an existing one. I could be wrong though. (+ not saying it is good but i thought that was what was happening)
@LegendofTotalWar please check you microphone recording. It has resonance on certain input volume
That overflow of rework will be quite major boost for Epidemius. He can get like +50% bonus to the research speed with his faction mechanic which means that he will be able to rifle through his research REALLY quickly. I reckon maybe shaving 20-30 turns to complete the whole tech tree will possible🤔
Finally the demon factions will get demon princes!! Also slight error in your commentary: trollhammer gyro's are getting more ammo, not less
They need to get around to some basic gameplay flaws that really hampers playability, some of which have appeared recently.
Routed enemies who partially run of the battlefield remain, become immortal and interact/fight with your units, that shouldn't happen.
Flying units now getting stuck in buildings.
Some ranged units like shadowwalkers and at times artillery that all aim for one unit at the edge of a larger enemy formation.
Artillery not being able to fire on towers despite not being line of sight-blocked. (Classic)
Units chasing down others during a rout merely nudging them constantly and never entering attack animation.
Stuff like this should be worked on asap!
Every time Legend saves a disaster battle with just 6~ gyrocopters they get another nerf on a future patch.
Tbf they said there’d be a lot of variance between the size and scope of these patches. Could be that next patch is smaller than 5.3, in between 5.3 and 5.2, or bigger than 5.2
They said the scope would vary coupled with them not being able to do the ancillaries fully this time it makes sense, I feel like you certainly had higher expectations but its inline with what was generally expected.
3 more relevant things:
Doomflayers had their mass doubled
Fleshy abundance now has 4 targets max
Some fatigue reduction spells have been changed to value -1 whatever that means. Could mean instant refill or nothing.
I never paid attention to research reduction so research overflow was a great addition.
I'm still sitting here wondering why we havent gotten news about the actual DLC since they said it was in final stages of testing back in june lmao the paragraph in the 5.3 blog about them changing something due to negative feedback makes me think the khorne DLC got very bad feedback as well and is being reworked lmao
If they takes this long we will get gta 6 before Nagash dlc even drop 😑
Two months until 2025 and it doesn't even have a release date yet.
But Legend it’s Ogres Me Lord
22:50
I've seen that. Start your ambush army in the trees where no one in the other army can see them
I would love to see new animations for Katarin and Kostaltyn in the lord selection screen. I feel like theirs are lower quality than the rest, particularly after the updated ones they gave older lords
I sense an ambush video tomorrow 😂
Instead of diplomatic bonus with faction, perhaps they should be diplomatic bonus with race. That makes it valuable even if its a minor faction issuing the quest.
These missions need an extra zero. instead of 1500, give 15000.
I think what really happened Is that deeps were feature they wanted to add with DLC, but they decided to postpone it, that's why that patch was so big. Nest big patch we should see after another DLC when they include another "late" feature. That's my guess.
My kingdom for a god damn norsica rework
If I was in CA shoes, I would release DLC during the Christmas shopping frenzy to try to be part of it with a discount on the core game. If they do that, then it's possible to have 5.4 in late November or early December.
I agree with the tree thing, they really need to have cleaner maps with more defensive positions and not just tree blobs. I would love to have places to set up, or where the AI sets up and I have to try to dislodge them for more flavour.
The helm is great to put on a single lord to recruit ti defend a settlement take helm of after
I made a video with ideas and made official forum post with link to it. I was blessed by Mitch, because he responded. So I can confirm that he is looking into our feedback :).
Morghur with helm of Draesca should be the fastest way to check if death from it does anything
"Fleshy Abundance Upgraded
Number of Affected Friendly Units: -1 -> 4"
Thats pretty importatnt!
Well they did openly mention that the ancillary update was pushed back and not included here. So it's stands to reason that it's smaller.
Seems like a primer for the DLC, so hopefully this means we will get a good DLC.
First battle after update was huge bug, AI attacked but wouldn't move at all untill his lord was killed by ranged
I dont think they were talking about the ability to manually abort Bounties; it is probably like the usual missions getting aborted by themselves, when for example a faction you are supposed to attack gets wiped out by someone else.
the major issue with ogre bounties was never that they were too slow or gave too little. The biggest issue was always that as a mechanic theyre absolutely useless, its literally just an extra quest, something that every other faction gets aswell. Why we arent all raving mad that this beloved faction that has been out for over 2 years is still being ignored like this i dont understand
I know a lot of people don't care about the realms of chaos map, but it would be nice if we could play the classic factions that are already there.
5.2 seemed like a 9/10 patch but I believe thos smaller interim patches were supposed to be more like a 6/10. And now expectations are a bit inflated. This one is 100% 'ok'.
I think what is happening is that they used the momentum from ToD to basically finish up the Dwarfs and do those other things while they were at it but they overshot the scope they would be targeting at average. Thinking about 5.2 it is actually nuts how much stuff we just got. 5.3 really seems more like a cleanup/lifesign from the game but in a good way.
Grave Guard are good, Ogre bounties are ok and probably some kind of playtest, some factions and mechanics got brought in line and those unique seem mighty sweet. Items that are more than just stat-sticks are always welcome.
The equipment rebalance/overhaul was also supposed to be in this patch, which is a big project.
Tbf a few of the things they did were desperately needed.
They may have shifted a few of the changes they wanted to do for 5.3 into the next dlc/patch, possibly because the changes they were planning weren't panning out well
With game dev/coding sometimes you hit major setbacks out of nowhere, and thats why a lot of devs dont like setting definitive deadlines until all they need to do is minor polishing/bug fixing.
A lot of triple A games atm suffer a lot from this problem, where the higher ups order a game to be made by X date, not being aware of how much of a shitshow game dev is, and then the game/patch comes and everything is either broken or poorly thought out
actually i am happy they are focusing on reworks and factions update because some of the older factions are just outdated and pain in the arse to play .
I think aborting the ogre bounties is if you get an assassinate X character and he dies by someone else's hand or something where it will auto abort but yes we should get an abort button and better rewards for them
If we wished for CA to hear us on asking more weapon variants for Bretonnia, where should we post?
I mean patch 5.3 came and went and the promised Bretonnia update is nowhere in sight. it would help if we could at least know for which patch this update is due
Looking forward to try it out later on, looks interesting not as meaty.
oh heck yeah, research overflow is finally here
I hope they do so that the ogre camp can be moved. Or that they turn ogres into a semihorde
Orge Kingdom definitely needed a rework, they were so plain
Flying charge speed might be huge -- it always bothered me about flying units slowing before landing. Also...wonder if swooping might be back? 🤔
I think you are a bit harsh about the patch. Maybe it's not as flashy as the previous one and the Ogre bounties feel a bit desapointing, they seem to have worked on several fixes and those may take alot of time. I'm really happy about them working on making the IA less stupid and if every fix is working as intended i would be pretty happy about the patch overall.
Also i'm pretty sure they said somewhere in patch 5.2 that not every patch is gonna be as big as this.
Didn't the trollhammers get pretty much a straight buff though? 5 MORE shots? And just reduced melee stats? Or do trollhammer projectiles do melee damage?
wtf it says they are increasing the ammo from 20 to 25 for the trollhammer gyros
It’s feels like Mitch has really taken his job head on obviously more resources are behind Warhammer now but these updates do give me a good feeling for the future of the game at least for a little while maybe CA will go back to resting on their laurels but for now things seems very encouraging
"The item gives 90% wardsave? Well, let it be gray. OOO! But this one!! 7 lines of effects!!! Unique-purple-legendary-issued for conquering 50% of the map!!!!" It seems that even neural networks don’t use such stupidly direct logic.
But the Trollhammer Torpedo Gyrocopters are being buffed....the lose melee dmg sure but gain 5 shots of ammo!
I just hope Ironguts kick some ass now. I hate sending my Ironguts in after tying up ranged units with Saber Tusks only to see their health drop like a sack of shit 5 seconds later and rout
i'd be very happy if they rework the city Sieges, the point taking is a pointless pain most of the time, and map layout of multiple cities is horrible.
14:10 I think even Gladius had that.
Steal Technology spam time?
BRETONNIA REWORK !!! YES
YASSS CA!!! NERF ME HARDER DADDY!!!!!!!
It is a fair bit less than I expected after the last big patch, like there's not much more than what you expect from just a small bug fixing patch really. Grave guard with halberds is the only really good thing as vampire counts really need that type of unit, some of the new items might be good I guess but I agree that unique one you showed was absolute trash and is now going to annoy me just sitting there where you can't scrap or fuse unique items haha. Ogre mechanic seems really meh, a slight improvement but as you say the rewards are far too small still. I only ever did one ogre campaign and this is certainly not enough to make me want to bother doing another one
Wish Norsca would get Viking slash Conan visual change so they stop being chaos light
Reviving Teclis is still pain, since he can only be revived in Lustria
@2:30, would be great to have a garrison/ siege's rework, the current system is meh & this has been the case more so in WH3 than any other WH release
1% chance to be wounded every turn is *not that low*. Keep that item on for 30 turns and you'll have a 26% chance to be wounded at least once. Why on earth would anybody use it?
Take it off between fights maybe?
Nothingburger contract change. Still not worth going out of your way for. Still no moveable camps. So… still not playing ogres.
The research change is good though.
Gee, what a great ogre rework.... Glad we waited 2+ years for this *sarcasm*. Still no tweaks to camps, meat mechanics. No unit tweaks. Wonderful.
Thats probably (hopefully 😢) coming with the DLC
There will be a larger update with the DLC drop...
@@strangestecho5088 Wouldnt there have been something out about that by now? DId they do that for the dwarf update?
I can get gyrocopter's were over performing but seriously, removing fire while moving? Got Dawi finally able to punch back and make it hurt, this doesn't feel like it was needed to THIS extent on the nerfs.
They were really disruptive in MP. However, I do think they should have added a fire while moving tech bonus somewhere in their tech tree, which they apparently had in the past.
wtf logged on to 75!!!! Gig patch, people are crazy
Hold on, doesnt that helmet have basically no downside as long as you unequip it before you end turn?
I mean, you could look at it like 'you have these bonuses as long as you get attacked/ambushed and also get the upsides on enemy turns at a risk'
You didnt go over the balance patch notes...they are in a separate post.
If they actually were able to make the AI more intelligent I would put this patch at a 10 out of 10
Warhammer 3 fans: GIVE ME STUFF NOW!!!!
Devs: But it will be bad like Shadow of Change
Fans: IDC REEEEEEEEEEEEEEEEEE
Devs: ok here you go....
Fans: What the hell this sucks why didnt you delay this REEEEEEEEEEEEEEEEEEEEEEEEEEEEE
I can assure you I am not someone who wants bi-monthly updates that break my mods.
@colbunkmust not what im even getting at.
Also idgf about your mods breaking not my problem. At this point you people hounding over mods and not base game stuff is why devs have such a hard time making stuff for the game
did anyone get confused and think that the DLC was also releasing today?
Legend
Of
Brettonia really needs work...
Still won't have fixed the mission for Marcus wolfhearts wood elf no doubt
Removing the "fire while moving" from regular gyros is a big OOF
Gyrobombers lost it as well
MP people are really happy about it. And well, gyros are incredibly overpowered in campaign as well.
Well the 'fire while moving' feature was very buggy prior to this patch, so it could actually do more harm than good at times.
Oh wow, never was so early. Love your channel. Keep going man!
I have a feeling this is Sega making them do this
When is this dropping? I started a vampire counts campaign last night thinking it was out already... Took Vlad on Very hard and took Nuln by turn 12, its been a battle and I don't want to redo it after my mods crap out post update.
Weird thing, I still play TWW2, and it looks like some update has been done to it too...
Sadly they will never change the real problems (FOR ME). 1. You can not use diplomacy in a meaningful way and change therefore how you approach a single campaign.
You will always end up playing the same the same way over and over again.
2. Everything just declares war on you at some point when you have your armies somewhere else. That is just so annoying. Give AI the vision like you the player get vision. That would make the game waaaaaaaaaaay better.
3. Anti-Player bias is just as an awful of a design choice like have Skill-based matchmaking in modern shooters.
And yes before you cry me a river on to circumnavigate these problems. I KNOW HOW, BUT I DONT WANT TO CAUSE IT SUCKS (they are still bad design choices which make me not wanting to play the game)
19:48
And they still haven't fixed the visual bug where when playing dwarves half your settlements visually appear as Ork settlements hahaha it's been 2 years hahaha 😆
Aint nobody coming back to warhammer for this patch, that was low-mid
Do you think we as the player, will be able to submit a bounty for the AI to complete? (Im the future)
Grail Knights lose a clean 1v1 vs Demigryph w/ halberds now. Chivalry is dead.
RIP Gyrocopters
NOOO! Not more nerfs!!!!!!
Even without the chance to self wound that item is utter trash, I would think with those stats it was a basic or green item XD
I wouldn't expect a big rebalancing of the bounties rewards; CA are allergic to rewarding the player, as they demonstrated by how pitiful the grudge rewards are for the Dwarf legendary grudges.