The high-elves desperately need a rework in their high-tier infantry roster . Units like swordmasters of hoeth , white lions and phoenix guard , punch way below their tier and costs. It is not only that a player does not recruit them for cost efficiency , it is mainly because there is no reason to . They are shit units , especially the swordmasters. They cannot defeat any other heavy infantry unit of the same tier from enemy factions , they are basically a little better than the empire two-handed swordsmen . I think , both phoenix guard and swordmasters , should get a Bretonia Grail knight and guardian unit rework , and have more melee stats and weapon strength and hp , but less unit models .
"You are not going to lose a campaign if you do well in those first 20 turns." Yeah this is the real core problem, player snowball. Stellaris knew, that's why crises. Civ 7 has a whole dev diary thing right now where the devs said "We played civ 6 for a while and we realized something-The endgame SUCKS" lol. Losing is fun, if there's no chance of me losing the game, I'm not interested, it's not a game, and that's why I quit campaigns when ***I*** determine that I've won. The game just needs a few days to catch up to my state evaluation, days I am not willing to sink in because that portion of the game is unfun.
Well CA has tried for years, every time it sucked donkey balls: Shogun 2 Realm Divide, Attila Huns, Warhammer End Game crisis. Shockingly I think Troy, yes TROY had the best end game scenario.
@@Costin_Gaming Conceptually, I don't know if I'm a fan of crises in general. I get the mechanical point, snowball checking, It's extremely difficult to curve the AI such that the player has a challenge to face at all stages of the game. Crises are actually a decent "endgame boss" which gives a clear and usually more sudden victory state. They just have the possibility of feeling really artificial, which I think stellaris did a great job of countering, the crises are believable where the warhammer ones are absurd and frontloaded because the AI is trash.
The donut is walled, but the southern most elven port supposed to protect the donut.. does not block ships well. It is something that has always bothered me with the elves.. if CA could fix that.. it would make the game resonate more with strategic logic; from a campain perspective speaking that is.. Really hope that CA will fix that! O.O Have a wonderful new year! :)
A lot of issues could be solved by having more custom options. Climates come to mind. I personally love the climate system (I even use a mod to make the penalties harsher) because I don't care about map painting, and I don't want to incentivize the AI to do so. That's me. Don't want it? Check a box that disables climates before starting your campaign and problem solved.
something i would love to see for high elves, scrap the entire influence mechanic on recruiting heroes and lords. and instead give dilema's, something similar to the big names or chaos boons. you recruit a hero lets say a noble. and you see his influence tab and here you throw in some rng. and he gets a requirement to do a hero action, secure influence as an example. you do that now you get a dilema. you spend influence here to get a result you have say 2 options, 1 cheaper that is not as good and one more expensive. and now that he has done this he gets another influence "quest" so you have just these small objectives that you want to do with all your heroes and lords, you do the objective you spend influence. furthermore, dropkick the stats of spearmen and archers (they are not that great to begin with but still) and then make them the only unit you can recruit that does not require influence. you then have instant recruitment of all your influence units which includes the rest of the roster. this lets the helves recruit some powerful units early. with a system that is somewhat similar to the warriors of chaos. where the more military and diplomatic actions you take in a region the higher your influence. the higher your influence the more units you can recruit from the influence recruitment pool. with certain buildings boosting your chances of getting various units so you can target them. helves have some great units in their roster, and the potential for some fun tactics with those units. i love helf cavalry helf cav is amazing. it is also at the same time absolutely terrible because of all the things you said about construction. but this system bypasses it and lets you just get higher tier units earlier so you can fuck all the spearmen and archers of
24:55 I like the concept, and honestly I like the core concept of the bastions/gates/forts, it's just CA got so much wrong. I love love LOVE the Cathayan bastion (I'm a builder primary) and it annoys me that there's really no point to it. Building it up feels good, that the enemies on the other side are weak and artificial feels a bit iffy, that I can clear it out with no effort feels bad.
I hope CA gives Alith Anar a dual start position - you can't really acquire Nargarythe (unless you're prepared to do The Sundering 2.0) without beelining for it early on and potentially losing the campaign with one misstep.
I don't think they should remove buildings but a better solution would be to add building slots to every settlement. It's a player trap because you are heavily nerfing yourself by building barracks to recruit better units because you are missing out on growth, public order and economy. With extra building slots you could get away with having military buildings and not be nerfing yourself.
Eltharion is a bit different I think. Because for short victory Eltharion have to defeat the bloody handz. So he has to go through the thunder dome. I think that makes it a bit special, doesn't it?
If you ask me they should make the defender of ultuhan mechanic to be for all of the high elves that start on the island. Becaue it looks like more of a race thing than a single faction mechanic, like the book of grudges. For example if you are a hifh elf that isn't in ulthuaan then you should have a different way of suporrting your race.
I dont know much about the lore of the new suspected Legendary lord, but i know he likes boats and sails. They can make it so that he can be a semi hoard faction that can create elven colonies in certain areas of the map? Which he can annex later? We are getting a slaneesh dlc and probbably a vassal rework so it might not be bad to have him do things with vassals.
The main mechanic change would be to make influence work like karls or yuan bos so the effects are guaranteed, it would fix the confederation issue as well Tech tree changes that buff the infantry and cav so they don't feel they exist just for flavor no idea how to fix archer and spearmen spam without just nerfing them which would just suck New mechanic would be the waystone system where you can build waystones to improve the winds of magic faction wide it would work kinda like the dwarfs holds Finally rites need to be buffed of have some way to upgrade them with stronger effects and lower cooldowns
CA will fix everything and game would be the greatest but CA will also milk players money to the last, game worth would be 350 or 450 dolars, for that money you can buy car in my state (it would be bad car ;) )
I don’t really think they will ever have the ammount of details and power they had in Warhammer 2 since it was their game, they as well as the Dark Elves, Skaven and Lizardmen were straight OP, I remember they were my to go WH2 race , now I don’t ever play them , they were stronger in the former game, especially with how confederations worked, I remember every other game the #1 rank was Tyrion or Malekith, now Malekith is a joke.
The high-elves desperately need a rework in their high-tier infantry roster . Units like swordmasters of hoeth , white lions and phoenix guard , punch way below their tier and costs. It is not only that a player does not recruit them for cost efficiency , it is mainly because there is no reason to . They are shit units , especially the swordmasters. They cannot defeat any other heavy infantry unit of the same tier from enemy factions , they are basically a little better than the empire two-handed swordsmen . I think , both phoenix guard and swordmasters , should get a Bretonia Grail knight and guardian unit rework , and have more melee stats and weapon strength and hp , but less unit models .
27:41 definitely agree there. Legend is delusional for thinking they'll do Norsca over Dark Elves lol.
Id love slanesh/High/Dark elf dlc
"You are not going to lose a campaign if you do well in those first 20 turns." Yeah this is the real core problem, player snowball. Stellaris knew, that's why crises. Civ 7 has a whole dev diary thing right now where the devs said "We played civ 6 for a while and we realized something-The endgame SUCKS" lol. Losing is fun, if there's no chance of me losing the game, I'm not interested, it's not a game, and that's why I quit campaigns when ***I*** determine that I've won. The game just needs a few days to catch up to my state evaluation, days I am not willing to sink in because that portion of the game is unfun.
Well CA has tried for years, every time it sucked donkey balls: Shogun 2 Realm Divide, Attila Huns, Warhammer End Game crisis.
Shockingly I think Troy, yes TROY had the best end game scenario.
@@Costin_Gaming Conceptually, I don't know if I'm a fan of crises in general. I get the mechanical point, snowball checking, It's extremely difficult to curve the AI such that the player has a challenge to face at all stages of the game. Crises are actually a decent "endgame boss" which gives a clear and usually more sudden victory state. They just have the possibility of feeling really artificial, which I think stellaris did a great job of countering, the crises are believable where the warhammer ones are absurd and frontloaded because the AI is trash.
The donut is walled, but the southern most elven port supposed to protect the donut.. does not block ships well. It is something that has always bothered me with the elves.. if CA could fix that.. it would make the game resonate more with strategic logic; from a campain perspective speaking that is.. Really hope that CA will fix that! O.O Have a wonderful new year! :)
A lot of issues could be solved by having more custom options. Climates come to mind. I personally love the climate system (I even use a mod to make the penalties harsher) because I don't care about map painting, and I don't want to incentivize the AI to do so. That's me. Don't want it? Check a box that disables climates before starting your campaign and problem solved.
something i would love to see for high elves, scrap the entire influence mechanic on recruiting heroes and lords. and instead give dilema's, something similar to the big names or chaos boons. you recruit a hero lets say a noble. and you see his influence tab and here you throw in some rng. and he gets a requirement to do a hero action, secure influence as an example. you do that now you get a dilema. you spend influence here to get a result you have say 2 options, 1 cheaper that is not as good and one more expensive. and now that he has done this he gets another influence "quest" so you have just these small objectives that you want to do with all your heroes and lords, you do the objective you spend influence. furthermore, dropkick the stats of spearmen and archers (they are not that great to begin with but still) and then make them the only unit you can recruit that does not require influence. you then have instant recruitment of all your influence units which includes the rest of the roster. this lets the helves recruit some powerful units early. with a system that is somewhat similar to the warriors of chaos. where the more military and diplomatic actions you take in a region the higher your influence. the higher your influence the more units you can recruit from the influence recruitment pool. with certain buildings boosting your chances of getting various units so you can target them. helves have some great units in their roster, and the potential for some fun tactics with those units. i love helf cavalry helf cav is amazing. it is also at the same time absolutely terrible because of all the things you said about construction. but this system bypasses it and lets you just get higher tier units earlier so you can fuck all the spearmen and archers of
24:55 I like the concept, and honestly I like the core concept of the bastions/gates/forts, it's just CA got so much wrong. I love love LOVE the Cathayan bastion (I'm a builder primary) and it annoys me that there's really no point to it. Building it up feels good, that the enemies on the other side are weak and artificial feels a bit iffy, that I can clear it out with no effort feels bad.
I hope CA gives Alith Anar a dual start position - you can't really acquire Nargarythe (unless you're prepared to do The Sundering 2.0) without beelining for it early on and potentially losing the campaign with one misstep.
I don't think they should remove buildings but a better solution would be to add building slots to every settlement. It's a player trap because you are heavily nerfing yourself by building barracks to recruit better units because you are missing out on growth, public order and economy. With extra building slots you could get away with having military buildings and not be nerfing yourself.
Eltharion is a bit different I think. Because for short victory Eltharion have to defeat the bloody handz. So he has to go through the thunder dome. I think that makes it a bit special, doesn't it?
If you ask me they should make the defender of ultuhan mechanic to be for all of the high elves that start on the island. Becaue it looks like more of a race thing than a single faction mechanic, like the book of grudges. For example if you are a hifh elf that isn't in ulthuaan then you should have a different way of suporrting your race.
I dont know much about the lore of the new suspected Legendary lord, but i know he likes boats and sails. They can make it so that he can be a semi hoard faction that can create elven colonies in certain areas of the map? Which he can annex later? We are getting a slaneesh dlc and probbably a vassal rework so it might not be bad to have him do things with vassals.
The main mechanic change would be to make influence work like karls or yuan bos so the effects are guaranteed, it would fix the confederation issue as well
Tech tree changes that buff the infantry and cav so they don't feel they exist just for flavor no idea how to fix archer and spearmen spam without just nerfing them which would just suck
New mechanic would be the waystone system where you can build waystones to improve the winds of magic faction wide it would work kinda like the dwarfs holds
Finally rites need to be buffed of have some way to upgrade them with stronger effects and lower cooldowns
Scrap system should have Tomb kings!
CA will fix everything and game would be the greatest but CA will also milk players money to the last, game worth would be 350 or 450 dolars, for that money you can buy car in my state (it would be bad car ;) )
I don’t really think they will ever have the ammount of details and power they had in Warhammer 2 since it was their game, they as well as the Dark Elves, Skaven and Lizardmen were straight OP, I remember they were my to go WH2 race , now I don’t ever play them , they were stronger in the former game, especially with how confederations worked, I remember every other game the #1 rank was Tyrion or Malekith, now Malekith is a joke.
they are already OP as it is
No one doubts that I think.
It's just how dull they are to play really.
MHEGA!!
Instead of investing time and resources in high elves better to rework factions like vampire coast, norsca, beastmen, lizardmen.
It's a question of popularity bluntly. High Elves are vastly more popular than all those you just mentioned combined.
@Costin_Gaming just give grape shot to VC cannons, a batter access to heroes and I'd be OK
high elves have boring af armies man.
Warhammer 4 would be better. We have almost all played 3 alot
fix mic bro