Top 5 Races CA Should Rework/Improve - Total War: Warhammer 3 Immortal Empires

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  • เผยแพร่เมื่อ 9 ก.ค. 2024
  • The highest priority races that really badly need a rework or at the very least some improvements.
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    00:00 - Lizardmen
    13:00 - Bretonnia
    24:46 - Slaanesh
    34:57 - Tomb Kings
    38:47 - Dishonorable Mentions
    42:36 - Norsca
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ความคิดเห็น • 27

  • @Ett.Gammalt.Bergtroll
    @Ett.Gammalt.Bergtroll 6 วันที่ผ่านมา +19

    The Lizardmen not being immune to the campaign movement penalty in Jungle terrain/climate - their friggin’ native environment - is mindbogglingly stupid.
    Was playing Tehenuin and had to quit out of frustration: no fun trying to chase down Skaven which move just as fast (or rather, as slow) in the jungle BUT have the advantage of just being able to Underway away from you… or straight towards your Settlement… it got sour real fast. 🙄

    • @Drakenn100
      @Drakenn100 6 วันที่ผ่านมา +1

      It's even worse if you play go'rok. I've tried it in legendary 6 times, it's literally unplayable.

    • @truekiropfan8329
      @truekiropfan8329 6 วันที่ผ่านมา

      Yup. I keep trying to play Tehenhauin, and before Thrones of Decay I attempted to try out Markus (to see what his merry band of misfits would be like with the addition of Ulrika to the game) but I couldn’t defend territory against Rakarth and Skrolk at the same time due to the long distance between Lustrian settlements and the severe Jungle movement penalties, but the issue with both LLs, as well as Gor-Rok, and I’d imagine perhaps Yuan Bo too, is your expensive and limited armies can’t keep up with, and occasionally get overwhelmed by, the many Underway’ing armies of Skrolk.

  • @Vikingskog
    @Vikingskog 6 วันที่ผ่านมา +3

    For me its mainly Norsca, Daemons Of Chaos and Vampire Counts that needs big updates. Lizardmen, Tomb kings and Brettonia could use some minor updates, mainly in form of new or improved faction mechanics.

  • @seahawks875
    @seahawks875 4 วันที่ผ่านมา +1

    periodic reminder that the first saurus old blood blessing works like skaven ravenous expansions. So once you can recruit them at lvl 10 as krok-gar, it's basically unlimited money

  • @cap258
    @cap258 5 วันที่ผ่านมา +3

    I wish they´d change Mazdamundi´s suitable climates, he starts on a position where the south is good climate while the whole northern enemies are in red climate which means going north is slowing him down even further which makes it a bad earlygame choice. So there is barely any replayability because u are forced in one direction.
    Britonnia is actually very one dimensional on the battlefield and the fact that the game doesn´t remind u on the vows is kinda annoying. U can easily forget activating/choosing them and then u wasted turns to recruit knights. Also the things u have to fight/do for some vows could be extended/changed. Another option would be that after activating the vow u can do all the different option and don´t have to choose one.
    N´kari is one of the few if not the only legendary lord that can actually be shot while trying to destroy a settlement door because the model is so big. Vasels should be changed it´s so frustrating when u order ur vasels to do something and they dillydally around for mulitple turns while not closing in on their target.
    For beastmen I´d personally nerf the hidden camp stance. The fact that triggering their ambush doesn´t pull them out of ambush is super annoying for darkelves that don´t have a campstance to negate the ambush.
    Hopefully they give us free reworks for the shadows of change races, because that´s what they missed out on.
    Personally I ignore the campaign wins on norsca usually because the gods part is just really annoying, I´d say it would be alot better if u could just occupy the settlement in the name of a god, like Daniel does and there u can build a shrine building for the god or sack the settlement in the name of a god.

  • @Krethak
    @Krethak 5 วันที่ผ่านมา +1

    I already rambled in another video of you about it, but hey, repetition makes it stick :x
    I'll start with stating that I use some QoL and convenience mods like: No public order penalty, Climate adaption, No city/Capital Siege bonus, Easier Confederation/Vassalisation and Warband Upgrade and that my impressions are probably distorted by them.
    Lizardmen: I tried to see how fast I can build up a Tier 5 capital and how „rich“ they are with a fully developed province, going all out in economy and I was … disappointed. It took me MORE than 80 Turns to completely upgrade a Tier 5 Capital! For most other factions I'm done between 60 to 70 turns, unless they have special (and improved) growth mechanics. The best income I managed in the ENTIRETY of Lustria was just short of 4k in two provinces. Lustria has btw an issue where there are hardly any 4 settlement provinces at all and IF there are some at least one of them is in unpleasant climate.
    That said you „can“ build a province up incredibly quickly, but it requires a lot of work. The Research for -1 turn on the main building. A Level 20 Saurus Old Blood that you can afford to idle around in that province AND switching to the province edict that reduces the build duration by 1 at the start and -2 turns when at a Geomantic level 4 (I believe). So you can get the duration down by 3 to 4 turns but it requires a LOT of micromanagement, where you switch to the Building edict 1 turn shy before you have the population surplus.
    The other problem is the incredible building clutter. That you have to make some choices on which buildings to put into your capital and minor settlements is okay, but Lizardmen put that on another level, they could really benefit from fusing a couple of buildings into each other. Why have a single Tier 3 Building Slot JUST for Cold One Riders AND force you to have another building to be able to recruit Horned ones? And that's only one of the many examples.
    And yes, the slow movement in the jungle sucks, ESPECIALLY since Lizardmen are supposed to use a lot of Large Units and all of them take penalties when fighting within trees which you have a lot of in jungle terrain! Give them at the very least Woodsman!
    I can't say too much about Brettonia, only that I'm using the “Auto-Vow” Mod with them which makes them a LOT more bearable :x Personally I find them boring though, since the infantry isn't worth a damn and having an entire army and ALL armies for that matter being Cavallry is very mind numbing ^^'
    Slaanesh was actually really fun for me when I played, I love seducing other factions ^^ but I noticed the replenishment issue as well. For Slaanesh I would say a system where you can recruit “willing recruits” in regions with high Corruption would be good and as an idea for the Vassal system (in general) would be that
    1) You don't need allegiance points to give orders to their armies.
    2) If you give an order to a specific army, it's following that order immediately and not when they feel like it 5 turns later.
    3) Taking over an Army should be at vastly reduced cost, or just be on a turn cooldown.
    4) You can recruit freely units from the Vassal faction into your armies at normal gold costs. With a (upgradeable) Limit equal to the Grudgesettler units from the Dwarves.
    Tomb Kings: I noticed that all factions get a mission to recruit a new Army at Turn 15, which is in line with when the TK's would get a new army. Personally I don't play as hyper aggressively as you with every faction and in some cases I don't even have another army at that point, but some campaigns REALLY need a secondary army much earlier, Settra would be an example. Giving all TK's 2 armies from the start would feel a bit much though, perhaps JUST the Lord with no units in it? Maybe. And I would like for them to have the “summoning recruitment” that Nurgle has going as well :x
    I don't have much input for the VC and Vcoast, VC seem fine to me and Vcoast is kinda busted with their Pirate coves. Make them like Trickster Cults, or Slaanesh Cults, that should be enough.
    And finally, I completely agree with you on Norsca, the Sack, Raze, Settle mechanics is absolute BS and eats massively in the income you just had by sacking in the first place. I'm not too concerned about their unit roster (aside from Lords) as they're very strong if you use them appropriately (Javellin Hunters are INSANE damage dealers against Large units for example)
    And yeah, Norsca, Daemons of Chaos and Kairos where THE WORST campaigns I've played so far, all others where okay in their own right, obviously some better than others, but those three would be my take of factions that desperately need an overhaul ^^'

  • @Defsnot_Momskowerkor
    @Defsnot_Momskowerkor 5 วันที่ผ่านมา +2

    Mazdamundi should get Cataclysm spells as part of the geomantic web. Teclis should also get them, and Kairos... no one else. Need a TK / Coast DLC for Amonhotep, add the original dreadfleet and move Aranessa to Norsca. TK's need to be able to Confed 1 other LL each. Norsca needs a new lord, Beorg Bearman. Belakor needs to be moved from WoC into Daemons w/ Daniel. They should have the same tech tree, and confed ability.

  • @michaelmorton6566
    @michaelmorton6566 3 วันที่ผ่านมา +1

    I get that Brettonia wont use Guns because they are based off of France but they should get Foot Knights ( or a option to dismount in combat there Knights ) Crossbow Men and another option for artillery that fits there theme

  • @ryanjones6384
    @ryanjones6384 6 วันที่ผ่านมา +4

    Vampire Coast is a wreck, pun intended. More than norsca.
    Lizards are damn strong but need quality of life improvements. (Tech tree, building choices, etc).
    I'm glad you go in to detail. I feel like the forums fixate on things and just take them for granted.

    • @Vikingskog
      @Vikingskog 6 วันที่ผ่านมา

      What issues do you think Vampire Coast has? Imo they are fairly decent apart from the general gunpowder-issues. The main problem with Norsca is only having 2 legendary lords and a lack of faction mechanics. Daemons Of Chaos needs fixing more than Vampire Coasts imo, people forget that faction even exist.

    • @Slicer_
      @Slicer_ 5 วันที่ผ่านมา

      ​@@Vikingskog The demons of chaos only need a research tree and Daniel should be able to equip items and a normal skill tree. You could also move Belakor to the faction, but that's it. The Vampire Coast, on the other hand, has more problems. For one thing, they can only increase their hero capacity through smuggler bays. The settlement buildings are largely useless. The treasure maps are tedious and not rewarding. The research tree is messy and there are often only banners. In order to get ror, you first have to defeat armies. And we don't even have to start with Sartosa.

  • @jaredcullum117
    @jaredcullum117 6 วันที่ผ่านมา +2

    At one point I thought about trying to use purely Industry as Brettonia, thinking that it would make going above the peasant limit a non-issue. That isn't exactly true though (Since there are massive penalties other than nerfing farm income), so there really isn't any reason to go for Industry, which is just super weird on a design-level.

    • @nielsa1747
      @nielsa1747 6 วันที่ผ่านมา

      industry is supposed to yield less gold in exchange for the defensive buffs, and benefit from some resource buildings (quarry, iron if i remember correctly).

  • @JinxBfjv
    @JinxBfjv 5 วันที่ผ่านมา

    I really like Slaanesh, is genuinely my favourite faction of the 3 games. But yeah they could benefits from few tweaks between casuality resplenishment and better buildings balance. I made many legendary campaigns with N'kari, playing a lot with subjugating factions, and yes while I am having fun manipulating them trough my cults, I would like also more option to control them, it would be so damm cool.
    Then my other favourite faction is lizardmen, and It pains me that this faction that I played a lot in warhammer 2, in 3 I have barely touch them. They badly transit to IE, units cost are way too high for a mediocre economy, and we need that geomantic web rework for sure.
    Vcoast needs also a better economy rework, and a total rework of the pirate coves to align more to the skaven undercities or changeling cults.
    Norsca, ogres, bretonnia, tomb kings, all of these factions also has a special place in my top favourite factions, cool roster, all of that but they also desperately need something for them... Vcounts needs a bit of something too, but new kind of content with bloodlines.
    Kislev and Tzeentch could also benefit from a real rework not like in SoC
    and finnaly Daniel --> save him CA...
    That's all for the factions I think we could need rework for.

  • @lamjianhua2884
    @lamjianhua2884 5 วันที่ผ่านมา +1

    I was expecting the dark elves on this list. They need a rework after the nerfing of the slave mechanism.

    • @washedupazir2873
      @washedupazir2873 5 วันที่ผ่านมา

      Dark elves are perfectly fine, they have one of the best economies in the game, if anything they would just need 1 extra DLC

    • @lamjianhua2884
      @lamjianhua2884 5 วันที่ผ่านมา

      @@washedupazir2873 I think they need to revert the nerf to the slave mechanism

  • @CapybaraConnoisseur89
    @CapybaraConnoisseur89 5 วันที่ผ่านมา +1

    Everyone has own list and priorities with reworks, I'll say mine top 5 1. Vampire Counts 2. Vampire Coast 3. Tomb Kings 4. Bretonnia 5. Norsca they play badly in WH3, even Beastmen to some extent I found Taurox (even when rampaging) to be slow and Dread gain is just not enough, compared to Chaos Dwarfs who can unlock units faster.

  • @ayadealjanabi1544
    @ayadealjanabi1544 5 วันที่ผ่านมา

    All hero cap should be +1 on T3, tied to their respective buildings. A lack of early heroes really slows some campaigns 🫤

  • @meltingskeleton2082
    @meltingskeleton2082 6 วันที่ผ่านมา

    Having a few Skink Chief units with maxed boosted income and the Humble trait can really help you get hero;s that mater and income to excuse them sitting there.

  • @Hoddevik92
    @Hoddevik92 6 วันที่ผ่านมา +3

    slaanesh plays like shit in immortal empires. horrible starting location and no regeneration, Also pretty bad economy, They need a buff and even better a new starting location

  • @Drakenn100
    @Drakenn100 6 วันที่ผ่านมา +4

    Tzeentch needs more of a rework than slaneesh...

    • @via_negativa6183
      @via_negativa6183 6 วันที่ผ่านมา +2

      slaneesh needs more content rather than a rework

    • @Majestic_Dwarves
      @Majestic_Dwarves 6 วันที่ผ่านมา +1

      No tzeentch is very good faction strong unit op (stop war and make faction have war) and easy start ... this faction dont have only money but super op

    • @FinsterCS
      @FinsterCS 6 วันที่ผ่านมา

      What would you rework about Tzeentch?

    • @Drakenn100
      @Drakenn100 6 วันที่ผ่านมา +1

      @@FinsterCS 1 - tech tree. 1/4 of the techs are "give a new bound spell to the lord of changes that you will never recruit during your kairos playthrough because you're too busy surviving"
      2 - unholy manifestations
      3 - how you get books in general
      4 - changing of ways, half of them are still useless to this day : when you force two allied factions to go at war, they just get a truce right after. the spawn army in enemy territory is a waste of books, ectect. now even the stop faction has been reduce to a stop army, making it basically useless too (for its price, if it cost next to nothing we could be talking).
      5 - repairing the auto resolve to take shields into account. seeing half my army's life gone after a fight that would have hurt nobody if i fought it myself is tyring. even more when you're forced to add heroes to all your armies to counter the abysmal regen of armies.
      6 - give a bit more regen for armies (not much, but enough so it doesn't take 5 turns for a maurauder to be back in shape) and a bit more growth to settlments (i'm not asking for bretonnia's growth, again just enough to have the right to play the game)
      7 - the mecanic to change the winds of magic should be world wide from the start and all tzeentch factions should tap on it at the same time (imagine the chaos dwarves tower but for magfic control) and if you take away the magic of a province, said province should produce ZERO magic. of course if made that way you should only be ablie to reduce the magic of one place by 1 and upgrade another by 1 every turn (could be enhanced via tech later on) but the idea is : if you want to attack a faction, you should be able to just prevent them from using magic althogether by stealing all the magic in all their provinces.