Link to the giveaway in the description! Wanted to have a little fun talking about reworks since the ones in Thrones of Decay were so good. Not long until the next DLC now so that's quite exciting also! Have a great day guys see you soon! Please note a little bit less heavy on the edits as this video was recorded shortly after my injury I'm better now though!
Worth considering a special where you focus on factions instead of races. Kairos' campaign is playable enough but the Changeling sucks. Most of the Empire is fine but Marcus' expendition is a little bit janky, IMO. Some of the lizardmen campaigns are fine but Mazda's campaign is so outdated. Tomb Kings is playable if you do Arkhan or Settra but Khalida and DJ Khatep could sure use a little touch-up. Greenies are okay overall but Skarsnik doesn't feel much like the gobbo king anymore and his tier 4 barracks is ridiculously useless. I'm sure there are more examples like that.
Vampire Coast needs a BIG update, not just a bit of quality of life. Sartosa should be reworked into a non-vampiric faction with a lot of living troops instead of the undead (including living fleet captains as generals and heroes; basically doing what Eltharion did for the High Elves and switch the roster to a campaign-only unique roster), access to different lores of magic and all that stuff, while the other three all need more unique mechanics.
For the beastmen. Some more diffenent gors. A way to make AI beastmen survive more. And a lot of beastmen should be on the southpole. For lore reasons.So the daemon factions should be gone. Maybe some roaming daemon factions. The south pole should be the most dangerious place in the world. The factions there are isolationalist. but op en lots of chaos and beastmen roaming armies. No warriors of chaos though. But not a major rework. to the race itself.
I think the real sad thing is I'm fairly sure CA said early on they wouldn't be updating Daniel. Maybe that's changed now. He had some small QoL changes and tweaks, but I doubt he'll ever get a meaningful overhual. Which is a shame because the deamon creator is fantastically cool.
Daniel should have never been a thing. Should be Be’lakor leading the undivided daemons. Wish CA had enough foresight to do things right from the start.
Them commiting to Bretonnia being the FLC faction has been more a curse than a blessing since they have just been using it as an excuse to be lazy with their additions.
I really want them to take a swing at making the 'race' for Karak Eight Peaks a unique mechanic for Belegar, Queek, and Skarsnik. Something like the old quest system with a series of objectives to prapare your faction to take the settlement. Or even a series of quests and/or battles when you take the settlement to showcase how big and how deep it goes. With an ultimate 3 way Quest battle between the Dwarfs, Skaven, and Goblins to unlock a killer unique settlement building.
I want a DoC rework, so that it doesn't have to be just the Daniel faction. Fix Daniel's skills and give them a tech tree, so that Be'lakor can come home.
I don't know. Belakor certainly fits into the demons of chaos, but he also fits into warriors of chaos. He's hated by the monogods, so it doesn't really make sense that they'd be lining up to feed him gifts. His whole thing is being a corruptor and leading mortals into chaos.
@@bigquazz3955 He can still have warriors of chaos in his faction. His special faction abilities can buff mortal warriors aswell so he can still be karma
@kagan4684 I've always insisted that "daemons of chaos" should be the undivided daemons for belakor and Daniel. Mortals can be represented but make them an inverse of how daemons work for the warriors of chaos. You can have up to 4-6 and limited to chosen or aspiring champions.
My main wish for Brettonians is that knights get a progression system like Warriors of Chaos, so you can only hire Knights Errant and as you build them up in experience you can spend Chivalry to upgrade them to Realm, and then to Questing, and then a branching path to Grail or Pegasus. Let the non knight units be hired as normal, but make the many types of knights be more earned. To top it off, introduce a crusade mechanic like a hybrid of the Greenskin Waaaagh and the Medieval 2 crusade/jihad. :)
@@keithemerson7662but that's not even unique to them anymore since the Shadows of Change dlc. And it hardly deserves to be called a mechanic at all. It has what utility, exactly, except making end turn times longer?
02:29 Beef Metal Heads (Beastmen) 03:33 La Baguettes (Bretonnia) 05:07 Short Metal Heads (Chaos Dwarfs) 05:41 Not good (Daniel - Daemons of Chaos) 06:22 It's just a phase mom (Dark Elves) 07:14 It's a Grudgin' (Dwarfs) 07:53 The other kind of dragons (Grand Cathay) 08:23 Da Best and da fattest (Greenskins) 09:26 Preppy older sibling (High Elves) 10:35 On the cob with butter (Khorne) 11:21 Don't drink and drive bears (Kislev) 12:14 Salamanders and Jurassic Park ( Lizardmen) 12:47 Feels abandoned Vikings (Norsca) 13:40 The great Plague (Nurgle) 14:02 More Meeeat! (Ogres) 14:26 More Waaarrpstone! YES! YES! (Skaven) 15:08 I feel pretty, oh so pretty (Slaanesh) 15:39 FOR SIGMARR! (Empire) 16:05 Need some lotion (Tomb Kings) 16:55 It's a trap! I mean trick (Tzeentch) 17:45 Why's the rum always gone? (Vampire Coast) 18:57 Castlevania (Vampire Counts) 19:58 Men of the North! (Warriors of Chaos) 21:04 Violent Hippies (Tree Elves)
Personally I think the vampire counts are in a much better state than vampire coast and tomb kings together. Every tomb king hunts the books of nagesh, they are absurdly far spread all over the map. Play 1 and u have played them all, there is no replayability. Same for the vampire coast. The advantage of them is, that they spawn on 4 quite different locations which makes the starts different but the mechanics are finicky, pirate bays are a weird mechanic since u cant kill factions (if u don´t make them with heroes) cause u´d destroy ur pirate bay. On legendary where a single settlement faction can bring 3 full stacks to the battle u arn´t really advised to build pirate bays while attacking and u don´t have a ton of heroes to make them either. The treasure hunting mechanic is okay but the spawns of the treasures are often not worth the time. They are a gunpowder based faction and their gunpowder units neither are super good nor easily to recruit so why would anyone play that when they can play dwarfs, empire or chaos dwarfs that have the same strengh but less weaknesses.
Most of them I agree, although I think Bretonia needs a big rework, green night is dumb, also I would be happy to see more relationship with paladins, something coold, something unique, shiny. On the second hand, battle rework is much more needed than any faction specific. Siege battles are booring, almost everyone skips it. We would also need new maps, new style of battles, because after few rounds everyone is auto it...
@@HiddenEvilStudios Agreed. And the Books need to be reworked to have meaningful bonuses. Why would you go halfway across the world for some of the current bonuses? Give us something cool: +5 warrior priest recruit level , +5% ward save for warrior priests, and recruit anywhere for one book would be an option that would excite me.
I reckon the vampire coast needs a big rework. Currently they don't feel or play like a sea bound raiding faction and alot of their mechanics are useless or under uterlized. As a whole the faction spends most of its time in a land locked state rather than terrorising the sea. Here's what I propose. - Pirate strongholds: these function like the dark fortresses of the WoC except they be situated along coastal areas. Pirate strongholds should have a more defensive approach rather than being a capital, they're there to give you a safe area to retreat to and act as a strong recruitment ground. This would limit the land conquering capabilities of the vampirates and force them to rely more upon there ships and pirate coves. - Pirate coves: pirate coves should be made to act more like skaven undercities or chaos cults with 4 to 6 building slots and the abilityto be discovered. They should be the primary economic chain for the vampirates with some buildings assisting on diplomacy a low level recruitment. - The ships: the shipbuilding mechanic should be removed from the legendary lords and instead a ship mechanic similar to the black arks or ogre camp should be added to act as a mobile sea base. In addition each legendary lord should also be given a unique one to represent their own ship. - the buried treasure and pieces of eight mechanic: I propose to remove these mechanics as they are and combine them as a faction wide adventure mechanic taken from malakai - infamy: the infamy mechanic atm just functions as a scoreboard with only three ranks actually mattering. Instead make it a metre similar bretonnias chively/green knight mechanic. The higher you go on the metre the more buffs you get to loyalty, raiding and sacking, and recruitment cost butt it also affects your diplomatic relations. The shanty should be moved to the proposed adventure mechanic. - give gunnery wrights a deck dropper mount - lastly the vampire cost should be viewed as a pretty minor nuisance. As such I propose the vampirates should be able to attack armies and settlements without it being a direct action of war, instead applying heavy negative diplomatic relations. This of ability course would disappear later on as your infamy goes up.
I love your suggestions, but imo instead of removing treasures they should spawn within reasonble radius of where the faction found the treasure map so it wouldn't be too far and instead of cash they should reward them with rare or unique items so it will be worth sending a hero to find them
Some good ideas. Agree with wicked_chief6336 on the treasures though. Otherwise some reallly good takes. It always felt wrong to get a lot of direct territory with the pirates an it is hard to survive on current pirate coves. I disagree with your last point, mainly because how the game works. The game makes a war declaration necessary to declare an attack in general. If vampire coast could butt out after every attack this would mean nobody can stop the raiding of your coast. This would make this faction very annoying to deal with and also too risk free to play as. Maybe a bonus to peace treaty negotiations could work, like a Parley Mechanic. Or where you start raids on another factions behalf, where you declare war but bulk of the diplomatic penalty hits your patron instead of your own faction. As a result you get peace way easier. Wished for something like that for ogre contracts as well. In the end VC always will feel a little lackluster because there isn't much going on at sea. Like disturbing supply lines, actual trade ships from factions or their armies trying to transport troops to another continent. In the end you'll be mainly occupied with your coastal region and annoying neighbours deep in the countryside.
generally agree though i think the last point should be some form of forced peace if no battles after certain period of time to represent chasing them off and not going after them higher infamy taking longer to peace out.
chaos dwarfs is literally the same campaign 3 times. give then some slight mechanics and their 4th lord. siege giants. maybe another unit variant or 2. a hobgoblin generic hero.
Thanquol for skaven would be good to get a council of 13 mechanic for internal politics and a way for the skaven to add other legendary lords / confed like dwarfs get through grudge book
The Demons of Chaos race has too simple a campaign where choices don't matter a lot, focuses too much on your starter lord, has no tech tree to buff things, and has an economy that is too weak to handle the expenses to play the race. It should get a rework.
@@diamondmetal3062 Skaven and Nurgle? That would be interesting, maybe some debuffed similar to the Tomb King modifiers like taking attrition damage for armies in Epedermus and clan pestilence lands.
Previously I felt like Tzeentch needed big changes, but I've been trying out Kairos recently and he plays fairly well over all. Definitely a faction that is meant to play tall, focusing your spending on defending and improving your economy in the southern chaos wastes. I saw one video where someone held a small amount of territory, but actually won the campaign objectives mostly through the spreading of cults around the world. It's still a shame Tzeentch didn't get an flc lord in Shadows of change though, I would like to have another start position to choose from.
Norsca IMO can only be truly fixed if they do a map update and create the Hung, Tong and Kurgan. The North side of the map is just incredibly congested with stuff that Kislev takes a bulk of beating making them not fun to play as well. Cathay feels too safe to play as that you become too complacent and it becomes boring so they need some Northern barbarians knocking the walls.
Vampire Coast campaign mechanics did not transfer well to WH3. Infamy does nothing and you not just can, but *should* completely ignore the treasure maps unless you're like right next to them doing what you're doing anyway. It's a shame because they're fun to play, have lots of flavor, good roster, and a whole lot of untapped potential. But as is, yeah they feel to me very forgettable.
I can say as a Lizard lover I'd like a building rework, geomantic web rework, updated blessed spawnings, and more blessed spawning interaction/ availability. Nakai also really needs fixed. I dont know if they fixed his campaign yet, but i am pretty sure his confederation issues are still not fixed either.
Nakai is still increadibly boring. I agree more bessed units, building reword + tech tree rework would help them a lot. Then of cause Web rework which is likely very little work. I feel like especially Mazda Mundi really really needs some mayor skill rework giving him much better spellcasting alongside throwing in some cataclysm spells or maybe give him Kroaks weakest Itza spell. Tik tak toe needs a little bit more of something. Same is true for the blue saurus but i have no idea what mechanic could be rescinned for him. Its in a wierd spot, i like the gameplay but its basic and boring while also i do not want another LL (the southern hemispere is completely lizzard infested already). Honestly i can see them half assing lizzards across the finish like with a web update and a character update including a bit of a research enchancement.
I say I couldn’t agree with you more, Nathan. Kislev truly deserves a massive rework, along with the High and Dark Elves, Lizardmen, and especially the Vampire Counts. And not forgetting Norsca either.
I agree on Kislev needing a massive rework as do the Vampire Counts. Bretonnia is virtually unplayable at this point (shitty units, terrible mechanics and BORING) and the Ogres are awful. Nosca is just a dull campaign and I have a hard time with the Dark Elves because of the unrest mechanic. I actually like the Lizardmen - their roster is amazeballs - and the High Elves could use a bit more but are pretty good. I'd rather see Cathay get reworked as their roster is limited.
would make it a bit more "special" wich way you decide for him and maybe just maybe somthing like if you chose khorn you will have the "same" mechanics as khorn and if you serve nurgle you get his couldren and the building cycles would make for a up and down side what god you chose
I think maybe there should be a Vampire Count DLC with a story similar to Warriors of Chaos like a massive fight in the end with four of the five bloodlines fighting each other and the winner facing Vlad and Isabella Von Carstien to establish their bloodline as superior to all others. What do you think, Great Book of Grudges?
cool idea, but a VC dlc will probably also just be about Nagash and include the other undead factions. The bloodline split is a cool idea tho, like a skaven clan type separation
Lizardmen are in a weird spot because they already have so many lords that it's hard to justify another DLC for them, but at the same time they desperately need the time and attention to make them all unique. The Vampire Counts also need some love and I've been saying this since Silver Pinnacle was put on the Mortal Empires map. Ghorst got some serious upgrades and Mannfred now has his unique thing, but the race as a whole needs a touch-up. Blood Kisses were added in ME, but it's such a bare mechanic and after you unlock all 15 bonuses, that's it and you just have no other way to spend Blood Kisses. I think they should get access to Be'lakor's mechanic where if a human/elf lord is defeated, they eventually become a vampire lord or something similar.
For Nurgle, I think they could use a few more recruitable units early on. They can barely fill one army if that and a few additional units could really help them in the early game where it can be a struggle when the AI has four armies and you can't even make two.
The Vampire Coast is heavily overlooked and needs a rework, similar to what the Vampire Counts received. Improving this faction would benefit everyone by enhancing ocean gameplay, which covers a large part of the map. One major change should be turning the Vampire Coast into a horde faction, allowing them to operate on both land and sea without needing settlements. This would give them the freedom they currently lack. Another idea is to add a mini-game where players, as Vampire Coast Legendary Lords, compete to obtain the "ultimate riches" or control Amanar (which also needs a rework). This could be similar to the race for Karak Eight Peaks and make the faction more fun and engaging.
Agree with most of your points, I would say. Also, if you haven't yet, you should try out the Godslayer overhaul by Mortrau. Really helps out Daniel/Yuri and gives him a loooot more uniqueness. A lot of work went into that mod for sure, and it's just fun. Especially with all the new very unique looking parts :p
Any push to updated Elf factions has my vote. Here's hoping we get something for Dark Elves soon in particular, without it just being tied to Slanesh additions
Coast needs a bunch of fixes to make them more fun. -They should be able to attack settlements from the sea without having to land -Spend infamy to increase hero caps -something Manann to sink opposing naval armies that are nearby for a campaign reward -better buildings -pirate bays need a rework for more money and you keep them if you occupy the settlement after it has been established -landmarks -variety of sea battle maps. Its always that one hilly map with trees all over it, that looks nothing like an island and sucks for gunpowder armies -treasure hunting is useless. Add rare items to the bad gold reward atleast to make it worth the time
10:53 the issue with khorne and most monogod factions is that you have 1 legendary lord only , so i would say they need rework to add more legendary lords , also for slanesh and tzeentch.
Ihate that the dark elves haev the simplifed slave system and the chaos dwarfs have the complex one, ffs the have so meny other systems in place i think theyd have felt fine with the slave sytems being flipped
Nakai is well worth a campaign, drop the scales from your eyes there.... Good mention for Oxyotyl, I think Teclis, could benefit from a similar mechanic, but with a more secure starting position. He could travel the "Ways of the Old Ones" Kislev, Bretonnia etc need something to spend left over Favour/Chivalry the whole point of mechanic can become moot very early on. Another couple of Trees for the Wood Elves would be appreciated. Mother Ostankya could do with Drycha type wild recruitment.
In regards for Empire, particularly Boris Tod bringer update, one idea I had is a "Build a custom knightly order". Use the system Daniel uses to make your own Knightly order. This would enable you to make the missing major and minor orders, as well as things like Imperial Foot. For Lore/TT purists, you would just disable it for the AI.
I think that the Wood Elves' Magical Forest Dwelling and World Roots mechanic should be shared with a few other Factions. Ostankya has some stuff with Magical Forests, Morghur wants the Oak of Ages so I'd give him some sort of mechanic focused on them as well, and I would have said use Snagla for a Forest Goblin Faction focusing on them as well but looks like that scrap has sailed. Still think we need a forest goblin for it though Think of the natural campaign conflicts that would make with multiple factions fighting over the limited biome type. Would be fun as hell.
Id like a mechanic for Bretonnia where they could pay a hefty sum up front to get a crusading army that would act kind of like a waagh except as it's own army. You wouldn't have to pay upkeep for x amount of turns and would get a big reward if you could take the target in that time, and maybe a smaller reward if you take it after that. After x turns passes, you have to start paying an extra expensive upkeep to keep the army around (and/or they begin to deteriorate). If you couldn't take your target there'd maybe be some sort of penalty something along those lines.
I hope they add spellcasting giant etins to norsca, the idea of a big beat stick that can pit of fun the archers that are shooting it has me enamored. Also would be fun to see spellcasting units without bound spells like that time the coatls were bugged to use winds of magic, that way it wouldnt feel so obligatory to field a dedicated spellcaster in each army, make army compositions more varied
From most to least in my opinion: Bretonnia, Norsca, Vampire Counts, Vampire Coast, Tomb Kings, Slaanesh, Tzeentch. My first idea for a DLC is Slaanesh, Vampire Coast, Norsca racing for an artifact on the Elven Donut, can have a nautical/crustaceans theme. 2nd DLC: Vampire Counts, Tzeentch, Tomb Kings are given the goal similar to the old Books of Nagash, with the final quest battles centered around the Tower of Bone in the badlands would be a good finish. Bretonnia reqork could be slipped in with the 2nd DLC as a major foil to the races.
The thing I'd like to see for Beastmen is monogod beastmen factions. We're getting close to having gors for each Chaos god, plus a few other units like Khorne Minotaurs and Tzeentch centigors, so give me Slugtounge for Nurgle, Moonclaw for Tzeentch, Ghorros Warhoof for Slaanesh, and make Taurox Khornate. Or make Morghur the Tzeentch Beastmen lord because of his mutation schtick, so that CA could fit the whole update into one of the 3 lord DLCs by adding Slugtounge and Ghorros in the same update with one being a paid LL and the other FLC. They could probably grab a few other monster units from some of the other DLCs to flesh out the monogod beastmen rosters, like giving Nurgle beastmen access to Toad Dragons and giving Tzeentch beastmen cockatrices and Mutileth Vortex Beasts. And if they still need more, give the monogod beastmen limited access to daemons. The Dark Gods don't favor the beastmen as much as their human servants, so these should not be something the beastmen have free and easy access to, but unlocking them faction-wide by completing some mid-game objective to earn the gods favor would be a cool reward.
At this point I want to see more start options, and more lords to be able to play many races in many different starting locations. Of course, I am happy to see the remaining units and rosters being filled out
They should make an update to Queek Headtaker where he collects heads to get buff/debuff against the factions he has collected heads from. (Allow him to have a certain amount and then to exchange those he doesn’t need any more)
Daniel needs considerable changes, mainly extra body parts, the ability to carry at least ancillaries, and especially a tech tree. The big issue with Daniel isn't just that he himself is weak, but the fact the mechanics punish you for building mixed armies, which is the faction's whole point.
Only one I personally disagree with is Daniel. As someone who came into WH off just WH3 and grew from there, i want to adore Daniel for the game narrative of playing him, but his faction feels...so very empty without some modding TLC. And if we don't want to ground up rework him, I'd really want to hope some alternative lord for the faction could be moved in or added (the obvious one being Belakor, but there may be other lore characters who work either in game alone or lorebooks)
I feel like the pirates need a rework to naval combat and I just don’t see that happening. Would be amazing if they did that and would absolutely pay a DLC for a naval update. Could slap em in there against the Dark elves or something
SFO looks like they did a good job modernizing Norsca - which I do feel like CA should be paying attention to that team or hiring them outright as much of that mod is an improvement on the base game with slightly more complex mechanics and the introduction of a good variety of troops.
I hope the Books of nagash as a whole get a bit of an update and some polish (+ this allows you to use it as a fairly easy to add mechanic for a basegame/flc character to give them some spice, could for example have Teclis or whoever join the search for the books and bam they now have something that makes them different from the other factions of their race) As for grand Cathay: the stupid great wall mechanic needs to be adressed. The idea as a whole is pretty cool but the exectution just does not work. It's not like the hostility in Markus Wulfharts campaign where it can actually become kinda threatening but you also get rewarded for it and you can eventually turn it off. The bastion attacks are just boring and annoying.
I feel Tomb Kings need some big reworks and Lizardman need more unit variety, which could be said for some of the Daemons of Chaos (mostly Tzeentch) but there are others which could probably use similar things but these are my big takes.
In my opinion Norsca, Bretonia, Vampire Coast, Tomb Kings and Deamons of Chaos still need a big rework. For example, the Deamons of Chaos need their own research tree, more characters (Be'lakor, Kholek, Galrauch) then they also need cults plus unholy manifestations and daniel should be able to use equipment
Dark Elves are largely fine, but I think Morathi needs far more of a Cult/Magic focus and they need a few Legandary Heroes (Shadowblade, Kouran, Tullaris).
I wish Morathi had some Slaanesh mechanics if she spreads it's corruption. Why can't she use her STUNNING BEAUTY to seduce enemies like every Slaanesh faction does? It'd be nice if she could give a gift of Slaanesh to enemy lords and vassalize successfully corrupted factions. Even add 1-2 of the Slaaneshi battle abilities to make her fights more unique. Morathi's campaign is one of the most tedious slog festivals in the game because she fights ALONE (N'kari dies very fast so doesn't count) against the WHOLE FUCKING DONUT and has NO FUCKING WAY to reduce the amount of enemies besides killing them.
@@Вейн-э5б I think it would be cool if they did more with magic for her faction (to encourage more High Sorceress use as well), but also have a unit type of borderline suicidal generic elven cultists flock to her sort of like Waaagh armies join the Orcs. Reduce her access on some of the more "proper professional DE army units" to compensate.
In regards to Bretonnia I think they could do it like they have been. Rework for faction free for anyone that owns them. Pay for a new LL and new units and such. It will make every camp happy I think. They have done this with many races. I would love to see another Chaos Dwarf LL though and LH. I also hope we get another LL and a LH for Vampire Coast most fun faction in the game.
Really hoping tomb kings gets fixed up in some future updates, great campaign mechanics but some units have fallen behind in power, notably the ushabti and tomb scorpions. Zerkovich's video where he played a TK campaign trying to only use constructs really highlighted issues with the race.
With CA keeping the dlc so close to the chest and taking this long to release I think there gonna sneek something in it. Possibly Nagash as a mini race pack
I feel Dark Elves/ High Elves need more a small rework. They have the core mechanic figured out (slaves, influence) they only need for more interactions and things to do with it. But they are not in the same spot that Norsca or Kislev, or Lizardmen (LIzardmen besides the dlc LL feel like the race with less mechanics in the game). Also Daniel doesn't feel right without technologies and items,ancilleries and followers. It could have tech like beastmen , only unlockable with a minimun level of favor of one god or chaos undivided.
high elves need the phonix court system from the mod / it beeing a reflavoring off the tower system for chorfs. Then give Thirion and Galadriel some extra power in that system, while also retouch her mortal grief / defender of Ulthuan mechanic. Teclis needs to have access to free cataclysm spells. Elith is ok, tho a tat boring. Batman is fine, but his campain is kinda over before he gets his unique units. Imrik is fine,only his condeferation quest kinda needs a streamlining. His unique dragons while very cool are not really a WH3 friendly mechanic. Them also giving faction wide dragon buffs would be cool. Honestly why not make the special dragons unique heroes? Dark elves could kinda get away with a smaller rework / a lesser role in a dlc. Roaster and the slave mechanic is pretty fine. What they need is access to all magic, and Malekith could really needs a cool unique mechanic where he can actually become the phoenix king unifiying dark elves and high elves and allowing him to recruit HE units and maybe even give him a way to get the HE LL where the red like is replaced with dark elf one. Morathi has a lot of power but a bit more Slaneshi things to do would be great. Helebron mechnic is barely there and could need a glow up. Rakarth just needs some of the newer beasties added. Really depends on how cool they want to make Malekith, the boi who struggles to even confederate his own mother. Both would also benefit from a having a cool LH they can get kinda early. LH that arrive past turn 20 see very little actual play.
What even is the "influence" mechanic but a pooled resource that allows them to purchase better background traits and affect attitude, which is something which is very basic.
@@Lord0x They did? I didn't recall that. It was because seeing another IA factions provoke they declared war on the player more often and was more of a disadvantage?
@@murranji3705 and improve relationships. Don't get me wrong they need more uses for that mechanic and make it more engaging. But I think the idea is fine for an example, I think they need more of the change the Empire have in the last DLC, improving the rework and making a better use for it rather than the Dwarfs rework. I feel like Kislev, Lizardmen and Norsca need a Dwarfs WoC type of rework and DE and HE needed more of a Empire upgrade.
I think that there could be an additional tiers - for units and mechanics, but the tier system could not have space for it ^^'. I wish there would be some kind of mutating the troops among whole chaos troops. Also i still hope for engineering DLC for Dwarfs ^^' About Nurgle... But Glotkin, Pusgoyle Blightlords, Morbidex/Rotspawned/Daemonspew :D Well, I would be happy if AoS stuff for chaos and... wood elfs land into Warhammer Total War.
dark elves need slaves changed up, naval raiding and lokhir should be able to board arks, maybe make a generic lord that can do the same as well. maybe have black arks give a major bonus when fighting on sea, half on ports and a third of which on battels within sphere of influence(and keep the bombardments).
High elves and dark elves at the top gotta just be cause you love those races secretly or something. They’re both fine with plenty of unique characters things amongst all the dlc they got in 2. Also nakai and sotek are perfectly fine lizardmen. List seems all over the place really
Daniel needs some new items to be fair. The "new" Tzeentch stuff is cool and looks great tbh, but the other three could use a new set as well. Daniel could also just use some interesting mechanics and oh my lord some actual technology. We know now that we can split the tech tree into different pages. So let us get a tech tree and a devotion tree.
Fay enchantress getting kislev university--alongside a buff to kislev university overall--is a great idea! There is a mod to buff it, but I would like the buff in base game. I think demons of chaos needs a buff too. Their economy and building situation are in dire need of a rework. The lack of meaningful flavour is very disappointing
Ogre Kingdoms need an overhaul to their lacklustre Ogre Monstrous Infantry units. Instead of working like Shock Cav they should just be absolute beasts in melee charging & sustained fights with only halberdier units and ranged units being a hard counter to them. Right now it sucks so bad to send a unit of Ogres in and 10 seconds later when the charge bonus wears off they crumble.
the three things chaos dwarfs need is to build the train tracks to different places to be able to attack their enemies faster and move their arms faster as their lore. the second is that the rebels should be orcs, not chaos warriors. third is that hashut is its own corruption.
From rumors that next dlc after 6.0 is Purple chaos vs Vampire counts vs Wood elves/ Dark elves Hybrid LL and faction then Beastmen vs Britannia vs Nosca or Kisv vs Empire vs Nosca or Nosca vs Britannia vs Grand Cathay
First of all, we need some periods because without those, that was hard to read. Second of all, what rumors are you referring to? A hybrid wood/dark elf? This speculation looks like some subpar reddit post begging for upvotes.
@ZeriocTheTank from a rumor that CA maybe look at Hybrid LL and heroes and faction and from random event talk about ladies of moonlight roses it about Manfred wife and spy master of queen of wood elves that is half dark elve and half wood elve and grand carthy fire nomad that fell to purple chaos
I disagree on DoC. Well, more items is definitly something i would like. Also i would like: 1. From a rollplaying perspective i would like 5 different flags for each chaos god aswell as undivided. I would also would like if the faction colours, map colours would change with it aswell as settlement skins. E.g: nurgle flag, Green colours on map. Settlement skin of nurgle 2. Normal ascended demon prince also customizable. But a bit smaller in size then the Daniel. 3. That if a mod create units for e.g. the nurgle faction. They automatically will be in the DoC roster. 4. I would like if Belakor skin would be customizable aswell. I would also really like if landmarks on the map would visually change if their is a faction control. E.g. tower of flies would change into a normal tower when region is controlled by the empire. I realize none of the above will be implemented.😅
I still feel like need a few more units and the forge could use a small update. Generally they feel a little basic. A forbidden workshop khaep would be cool
Vlad could do with Franz' imperial authority and electoral machinations. It could be like the Kostaltyn and Katarin race but a lot more interesting, especially in multiplayer. Franz spawns armies to help and Vlad raises undead armies to help, for example. Same stuff with an undead coat of paint.
Id love to see some tomb king changes they have a wonky start atm with being so restricted on armies till atleast turn 14 to one army in my tombkimgs who are supposed tk command the undead hoards dony really feel that great starting of course i dont think they should have endless but one additional army to start would be helpful.
So recently I’ve done the victories for all the factions I had left to do (on normal😅) and I don’t agree with a couple pirates tomb kings and demons of chaos I feel like need a rework they were all fun but frustrating at times other than that I agree with the list, but my experience will probs be different as I play with sfo
I disagree about Chaos dwarfs. They definitely could use faction mechanics. Doesn't have to be a big and deep workshop, but something. They have their focus, kadai, the bulls and caravans. Double down on them and make them fun in different way. Some faction wide benefits for them, not just a little whatever.
Empire is definitely not done. Volkmar needs a rework, he’s a DLC lord and has the most vanilla campaign in the game. Markus also needs a rework, he’s another DLC lord and his mechanics are way too Lustria focused. They’re also still incredibly buggy and have no indication of how many times you have supported an elector with Imperial Supplies which means you lose out on runefangs (there’s also a bug that never gives you elector count state troops) and there’s no indication which territories you need to control to stop LM from spawning. There’s still also 2 potential DLC’s with the Middenland roster and Knightly Orders.
Link to the giveaway in the description! Wanted to have a little fun talking about reworks since the ones in Thrones of Decay were so good. Not long until the next DLC now so that's quite exciting also! Have a great day guys see you soon!
Please note a little bit less heavy on the edits as this video was recorded shortly after my injury I'm better now though!
Speaking of edits: Tzeentch just appears on the list at 16:06 without any commentary.
Hope you are excited as we are for the trailer tomorrow
Worth considering a special where you focus on factions instead of races. Kairos' campaign is playable enough but the Changeling sucks. Most of the Empire is fine but Marcus' expendition is a little bit janky, IMO. Some of the lizardmen campaigns are fine but Mazda's campaign is so outdated. Tomb Kings is playable if you do Arkhan or Settra but Khalida and DJ Khatep could sure use a little touch-up. Greenies are okay overall but Skarsnik doesn't feel much like the gobbo king anymore and his tier 4 barracks is ridiculously useless. I'm sure there are more examples like that.
Vampire Coast needs a BIG update, not just a bit of quality of life. Sartosa should be reworked into a non-vampiric faction with a lot of living troops instead of the undead (including living fleet captains as generals and heroes; basically doing what Eltharion did for the High Elves and switch the roster to a campaign-only unique roster), access to different lores of magic and all that stuff, while the other three all need more unique mechanics.
For the beastmen. Some more diffenent gors. A way to make AI beastmen survive more. And a lot of beastmen should be on the southpole. For lore reasons.So the daemon factions should be gone. Maybe some roaming daemon factions. The south pole should be the most dangerious place in the world. The factions there are isolationalist. but op en lots of chaos and beastmen roaming armies. No warriors of chaos though.
But not a major rework. to the race itself.
Crazy how lizardmen got so many dlcs, but so few content since the big batch of content was always reserved for their opposite race.
Come on man Demons of Chaos really need to fix his campaigns. He is one of the most boring one to play. Daniel is really lacking sadly.
The sad thing is, that his mechanics could be very good but it is just badly done.
I think the real sad thing is I'm fairly sure CA said early on they wouldn't be updating Daniel. Maybe that's changed now.
He had some small QoL changes and tweaks, but I doubt he'll ever get a meaningful overhual. Which is a shame because the deamon creator is fantastically cool.
Daniel should have never been a thing. Should be Be’lakor leading the undivided daemons.
Wish CA had enough foresight to do things right from the start.
Waste of resources he's a lost cause just play belakor instead.
The main problem with Daniel in my opinion is the lack of real tech tree for boosting units
Them commiting to Bretonnia being the FLC faction has been more a curse than a blessing since they have just been using it as an excuse to be lazy with their additions.
I really want them to take a swing at making the 'race' for Karak Eight Peaks a unique mechanic for Belegar, Queek, and Skarsnik. Something like the old quest system with a series of objectives to prapare your faction to take the settlement. Or even a series of quests and/or battles when you take the settlement to showcase how big and how deep it goes. With an ultimate 3 way Quest battle between the Dwarfs, Skaven, and Goblins to unlock a killer unique settlement building.
I want a DoC rework, so that it doesn't have to be just the Daniel faction. Fix Daniel's skills and give them a tech tree, so that Be'lakor can come home.
I don't know. Belakor certainly fits into the demons of chaos, but he also fits into warriors of chaos.
He's hated by the monogods, so it doesn't really make sense that they'd be lining up to feed him gifts. His whole thing is being a corruptor and leading mortals into chaos.
@@bigquazz3955 He can still have warriors of chaos in his faction. His special faction abilities can buff mortal warriors aswell so he can still be karma
@kagan4684 I've always insisted that "daemons of chaos" should be the undivided daemons for belakor and Daniel. Mortals can be represented but make them an inverse of how daemons work for the warriors of chaos. You can have up to 4-6 and limited to chosen or aspiring champions.
Exactly
Obviously Norsca and the Lizardmen.
*Cough* Brettonia *Cough*
@@Sumouray-Marios 🥖
*cough harder* High Elves
@@TomorrowWeLive *Cough Even Harder* everything that really needs a rework
@@TomorrowWeLivehave you played norsca? Elves at least have a ton of Lord's norsca doesn't even have walls.
My main wish for Brettonians is that knights get a progression system like Warriors of Chaos, so you can only hire Knights Errant and as you build them up in experience you can spend Chivalry to upgrade them to Realm, and then to Questing, and then a branching path to Grail or Pegasus. Let the non knight units be hired as normal, but make the many types of knights be more earned. To top it off, introduce a crusade mechanic like a hybrid of the Greenskin Waaaagh and the Medieval 2 crusade/jihad. :)
Love these ideas!
How do High Elves need a rework more than Brettonia
Why did they choose high elves and not the dark elves is truly a great mystery
because in his mind, Big rework = DLC
I miss when high elves had trade vision
@Lord0x they still do, though? I played them a few weeks ago and remember doing the usual trade chain with the island to reveal more.
@@keithemerson7662but that's not even unique to them anymore since the Shadows of Change dlc. And it hardly deserves to be called a mechanic at all. It has what utility, exactly, except making end turn times longer?
02:29 Beef Metal Heads (Beastmen)
03:33 La Baguettes (Bretonnia)
05:07 Short Metal Heads (Chaos Dwarfs)
05:41 Not good (Daniel - Daemons of Chaos)
06:22 It's just a phase mom (Dark Elves)
07:14 It's a Grudgin' (Dwarfs)
07:53 The other kind of dragons (Grand Cathay)
08:23 Da Best and da fattest (Greenskins)
09:26 Preppy older sibling (High Elves)
10:35 On the cob with butter (Khorne)
11:21 Don't drink and drive bears (Kislev)
12:14 Salamanders and Jurassic Park ( Lizardmen)
12:47 Feels abandoned Vikings (Norsca)
13:40 The great Plague (Nurgle)
14:02 More Meeeat! (Ogres)
14:26 More Waaarrpstone! YES! YES! (Skaven)
15:08 I feel pretty, oh so pretty (Slaanesh)
15:39 FOR SIGMARR! (Empire)
16:05 Need some lotion (Tomb Kings)
16:55 It's a trap! I mean trick (Tzeentch)
17:45 Why's the rum always gone? (Vampire Coast)
18:57 Castlevania (Vampire Counts)
19:58 Men of the North! (Warriors of Chaos)
21:04 Violent Hippies (Tree Elves)
Personally I think the vampire counts are in a much better state than vampire coast and tomb kings together.
Every tomb king hunts the books of nagesh, they are absurdly far spread all over the map. Play 1 and u have played them all, there is no replayability.
Same for the vampire coast. The advantage of them is, that they spawn on 4 quite different locations which makes the starts different but the mechanics are finicky, pirate bays are a weird mechanic since u cant kill factions (if u don´t make them with heroes) cause u´d destroy ur pirate bay. On legendary where a single settlement faction can bring 3 full stacks to the battle u arn´t really advised to build pirate bays while attacking and u don´t have a ton of heroes to make them either. The treasure hunting mechanic is okay but the spawns of the treasures are often not worth the time. They are a gunpowder based faction and their gunpowder units neither are super good nor easily to recruit so why would anyone play that when they can play dwarfs, empire or chaos dwarfs that have the same strengh but less weaknesses.
Most of them I agree, although I think Bretonia needs a big rework, green night is dumb, also I would be happy to see more relationship with paladins, something coold, something unique, shiny.
On the second hand, battle rework is much more needed than any faction specific. Siege battles are booring, almost everyone skips it. We would also need new maps, new style of battles, because after few rounds everyone is auto it...
Bretonnia should get a BIG rework imho.
Dismounted versions of all knights would be awesome, or being able to convert squires to knights/paladins
@@CanadianMeatloaf i'd expect full gold chevrons to be needed for the squires to get a knighthood lol
@@CanadianMeatloafplease CA!!! THIIIISSSS
Great choice, I think they need to be creative with them since the source material has run dry
Nobody needs a bigger rework than High Elves.
Markus and Volkmar should see their campaign mechanics improved.
@@Chtigga Agreed. At the very least I'd like to see the Books of Nagash made available through diplomacy, like Thorek's parts currently work.
Empire still needs their Knightly Orders too
True
@@HiddenEvilStudios Agreed. And the Books need to be reworked to have meaningful bonuses. Why would you go halfway across the world for some of the current bonuses? Give us something cool: +5 warrior priest recruit level , +5% ward save for warrior priests, and recruit anywhere for one book would be an option that would excite me.
No, Tyrion and Teclis need wayyyy more. At least Marius and Volkmar HAVE unique mechanics.
I reckon the vampire coast needs a big rework. Currently they don't feel or play like a sea bound raiding faction and alot of their mechanics are useless or under uterlized. As a whole the faction spends most of its time in a land locked state rather than terrorising the sea.
Here's what I propose.
- Pirate strongholds: these function like the dark fortresses of the WoC except they be situated along coastal areas. Pirate strongholds should have a more defensive approach rather than being a capital, they're there to give you a safe area to retreat to and act as a strong recruitment ground. This would limit the land conquering capabilities of the vampirates and force them to rely more upon there ships and pirate coves.
- Pirate coves: pirate coves should be made to act more like skaven undercities or chaos cults with 4 to 6 building slots and the abilityto be discovered. They should be the primary economic chain for the vampirates with some buildings assisting on diplomacy a low level recruitment.
- The ships: the shipbuilding mechanic should be removed from the legendary lords and instead a ship mechanic similar to the black arks or ogre camp should be added to act as a mobile sea base. In addition each legendary lord should also be given a unique one to represent their own ship.
- the buried treasure and pieces of eight mechanic: I propose to remove these mechanics as they are and combine them as a faction wide adventure mechanic taken from malakai
- infamy: the infamy mechanic atm just functions as a scoreboard with only three ranks actually mattering. Instead make it a metre similar bretonnias chively/green knight mechanic. The higher you go on the metre the more buffs you get to loyalty, raiding and sacking, and recruitment cost butt it also affects your diplomatic relations. The shanty should be moved to the proposed adventure mechanic.
- give gunnery wrights a deck dropper mount
- lastly the vampire cost should be viewed as a pretty minor nuisance. As such I propose the vampirates should be able to attack armies and settlements without it being a direct action of war, instead applying heavy negative diplomatic relations. This of ability course would disappear later on as your infamy goes up.
I love your suggestions, but imo instead of removing treasures they should spawn within reasonble radius of where the faction found the treasure map so it wouldn't be too far and instead of cash they should reward them with rare or unique items so it will be worth sending a hero to find them
Instead of occupying settlements i used to raze and move on with count noctilus so i'd love the pirateholds
Some good ideas. Agree with wicked_chief6336 on the treasures though. Otherwise some reallly good takes. It always felt wrong to get a lot of direct territory with the pirates an it is hard to survive on current pirate coves.
I disagree with your last point, mainly because how the game works. The game makes a war declaration necessary to declare an attack in general. If vampire coast could butt out after every attack this would mean nobody can stop the raiding of your coast. This would make this faction very annoying to deal with and also too risk free to play as. Maybe a bonus to peace treaty negotiations could work, like a Parley Mechanic. Or where you start raids on another factions behalf, where you declare war but bulk of the diplomatic penalty
hits your patron instead of your own faction. As a result you get peace way easier. Wished for something like that for ogre contracts as well.
In the end VC always will feel a little lackluster because there isn't much going on at sea. Like disturbing supply lines, actual trade ships from factions or their armies trying to transport troops to another continent. In the end you'll be mainly occupied with your coastal region and annoying neighbours deep in the countryside.
generally agree though i think the last point should be some form of forced peace if no battles after certain period of time to represent chasing them off and not going after them higher infamy taking longer to peace out.
Daniel needs a rework so bad
That Daniel is all that is his faction IS the problem and thats why i dont like him
He doesn't even habe a tech tree
chaos dwarfs is literally the same campaign 3 times. give then some slight mechanics and their 4th lord. siege giants. maybe another unit variant or 2. a hobgoblin generic hero.
Bellagar with 8 pics
Thanquol for skaven would be good to get a council of 13 mechanic for internal politics and a way for the skaven to add other legendary lords / confed like dwarfs get through grudge book
The Demons of Chaos race has too simple a campaign where choices don't matter a lot, focuses too much on your starter lord, has no tech tree to buff things, and has an economy that is too weak to handle the expenses to play the race. It should get a rework.
Atleast we are getting a Bretonnia Rework soon... whenever that will be. Still waiting on more news for that.
Yeah? Where'd they talk about that?
A wikd lily has appeared
Only thing I'd like for Nurgle is for Epidemius to be moved he's a bit to close to Tamurkhan moving him down to Lustria or something would be nice
Agreed. Plus, I would like a plague-based alliance for my Skrolk campaign.
@@diamondmetal3062 Skaven and Nurgle? That would be interesting, maybe some debuffed similar to the Tomb King modifiers like taking attrition damage for armies in Epedermus and clan pestilence lands.
Previously I felt like Tzeentch needed big changes, but I've been trying out Kairos recently and he plays fairly well over all. Definitely a faction that is meant to play tall, focusing your spending on defending and improving your economy in the southern chaos wastes. I saw one video where someone held a small amount of territory, but actually won the campaign objectives mostly through the spreading of cults around the world. It's still a shame Tzeentch didn't get an flc lord in Shadows of change though, I would like to have another start position to choose from.
High Elves. Once you’ve confed the doughnut there’s not much to chase
I'd really like to see more body parts added to the Daemon Prince so Tzeentch isn't the only one standing out.
Norsca IMO can only be truly fixed if they do a map update and create the Hung, Tong and Kurgan. The North side of the map is just incredibly congested with stuff that Kislev takes a bulk of beating making them not fun to play as well. Cathay feels too safe to play as that you become too complacent and it becomes boring so they need some Northern barbarians knocking the walls.
Vampire Coast campaign mechanics did not transfer well to WH3. Infamy does nothing and you not just can, but *should* completely ignore the treasure maps unless you're like right next to them doing what you're doing anyway. It's a shame because they're fun to play, have lots of flavor, good roster, and a whole lot of untapped potential. But as is, yeah they feel to me very forgettable.
I can say as a Lizard lover I'd like a building rework, geomantic web rework, updated blessed spawnings, and more blessed spawning interaction/ availability.
Nakai also really needs fixed. I dont know if they fixed his campaign yet, but i am pretty sure his confederation issues are still not fixed either.
Agreed, also Nakai can't give some settlements to his vassal in nordland currently. He can only raze them.
Nakai is still increadibly boring. I agree more bessed units, building reword + tech tree rework would help them a lot. Then of cause Web rework which is likely very little work.
I feel like especially Mazda Mundi really really needs some mayor skill rework giving him much better spellcasting alongside throwing in some cataclysm spells or maybe give him Kroaks weakest Itza spell. Tik tak toe needs a little bit more of something. Same is true for the blue saurus but i have no idea what mechanic could be rescinned for him.
Its in a wierd spot, i like the gameplay but its basic and boring while also i do not want another LL (the southern hemispere is completely lizzard infested already). Honestly i can see them half assing lizzards across the finish like with a web update and a character update including a bit of a research enchancement.
I say I couldn’t agree with you more, Nathan. Kislev truly deserves a massive rework, along with the High and Dark Elves, Lizardmen, and especially the Vampire Counts. And not forgetting Norsca either.
I agree on Kislev needing a massive rework as do the Vampire Counts. Bretonnia is virtually unplayable at this point (shitty units, terrible mechanics and BORING) and the Ogres are awful. Nosca is just a dull campaign and I have a hard time with the Dark Elves because of the unrest mechanic.
I actually like the Lizardmen - their roster is amazeballs - and the High Elves could use a bit more but are pretty good. I'd rather see Cathay get reworked as their roster is limited.
Daniel needs friends. Needs confederated friends.
It would be nice if Daniel could confederate the various minor Daemonic factions.
@@silas777777 maybe let him confederate all WoC Legendary Lords and depending on wich god he serves lets say khorn that he can confederate skarbrand
would make it a bit more "special" wich way you decide for him and maybe just maybe somthing like if you chose khorn you will have the "same" mechanics as khorn and if you serve nurgle you get his couldren and the building cycles would make for a up and down side what god you chose
I think maybe there should be a Vampire Count DLC with a story similar to Warriors of Chaos like a massive fight in the end with four of the five bloodlines fighting each other and the winner facing Vlad and Isabella Von Carstien to establish their bloodline as superior to all others.
What do you think, Great Book of Grudges?
cool idea, but a VC dlc will probably also just be about Nagash and include the other undead factions. The bloodline split is a cool idea tho, like a skaven clan type separation
Lizardmen are in a weird spot because they already have so many lords that it's hard to justify another DLC for them, but at the same time they desperately need the time and attention to make them all unique.
The Vampire Counts also need some love and I've been saying this since Silver Pinnacle was put on the Mortal Empires map. Ghorst got some serious upgrades and Mannfred now has his unique thing, but the race as a whole needs a touch-up. Blood Kisses were added in ME, but it's such a bare mechanic and after you unlock all 15 bonuses, that's it and you just have no other way to spend Blood Kisses. I think they should get access to Be'lakor's mechanic where if a human/elf lord is defeated, they eventually become a vampire lord or something similar.
For Nurgle, I think they could use a few more recruitable units early on. They can barely fill one army if that and a few additional units could really help them in the early game where it can be a struggle when the AI has four armies and you can't even make two.
The Vampire Coast is heavily overlooked and needs a rework, similar to what the Vampire Counts received. Improving this faction would benefit everyone by enhancing ocean gameplay, which covers a large part of the map.
One major change should be turning the Vampire Coast into a horde faction, allowing them to operate on both land and sea without needing settlements. This would give them the freedom they currently lack.
Another idea is to add a mini-game where players, as Vampire Coast Legendary Lords, compete to obtain the "ultimate riches" or control Amanar (which also needs a rework). This could be similar to the race for Karak Eight Peaks and make the faction more fun and engaging.
Agree with most of your points, I would say.
Also, if you haven't yet, you should try out the Godslayer overhaul by Mortrau. Really helps out Daniel/Yuri and gives him a loooot more uniqueness.
A lot of work went into that mod for sure, and it's just fun. Especially with all the new very unique looking parts :p
Any push to updated Elf factions has my vote. Here's hoping we get something for Dark Elves soon in particular, without it just being tied to Slanesh additions
The logic of Demons of choas is completely broken
Coast needs a bunch of fixes to make them more fun.
-They should be able to attack settlements from the sea without having to land
-Spend infamy to increase hero caps
-something Manann to sink opposing naval armies that are nearby for a campaign reward
-better buildings
-pirate bays need a rework for more money and you keep them if you occupy the settlement after it has been established
-landmarks
-variety of sea battle maps. Its always that one hilly map with trees all over it, that looks nothing like an island and sucks for gunpowder armies
-treasure hunting is useless. Add rare items to the bad gold reward atleast to make it worth the time
Its a bit depressing to think not all factions will get Empire/Cathay/Chaos levels of support, nore are they likely to get a legendary hero.
Thank Sigmar for the Empire Rework, nice Middenland stands for more than 5 turns, thank you
10:53 the issue with khorne and most monogod factions is that you have 1 legendary lord only , so i would say they need rework to add more legendary lords , also for slanesh and tzeentch.
Man, I never thought I would see the day when I wouldn't immediately think, "dwarfs" 😆
I want Beastmen, Forest Goblins, Mother Ostanyka and Wood Elves to all prefer and gain benefits for being in a magical forest settlement.
Ihate that the dark elves haev the simplifed slave system and the chaos dwarfs have the complex one, ffs the have so meny other systems in place i think theyd have felt fine with the slave sytems being flipped
Nakai is well worth a campaign, drop the scales from your eyes there....
Good mention for Oxyotyl, I think Teclis, could benefit from a similar mechanic, but with a more secure starting position. He could travel the "Ways of the Old Ones"
Kislev, Bretonnia etc need something to spend left over Favour/Chivalry the whole point of mechanic can become moot very early on.
Another couple of Trees for the Wood Elves would be appreciated.
Mother Ostankya could do with Drycha type wild recruitment.
In regards for Empire, particularly Boris Tod bringer update, one idea I had is a "Build a custom knightly order". Use the system Daniel uses to make your own Knightly order. This would enable you to make the missing major and minor orders, as well as things like Imperial Foot. For Lore/TT purists, you would just disable it for the AI.
I think that the Wood Elves' Magical Forest Dwelling and World Roots mechanic should be shared with a few other Factions.
Ostankya has some stuff with Magical Forests, Morghur wants the Oak of Ages so I'd give him some sort of mechanic focused on them as well, and I would have said use Snagla for a Forest Goblin Faction focusing on them as well but looks like that scrap has sailed. Still think we need a forest goblin for it though
Think of the natural campaign conflicts that would make with multiple factions fighting over the limited biome type. Would be fun as hell.
Id like a mechanic for Bretonnia where they could pay a hefty sum up front to get a crusading army that would act kind of like a waagh except as it's own army. You wouldn't have to pay upkeep for x amount of turns and would get a big reward if you could take the target in that time, and maybe a smaller reward if you take it after that. After x turns passes, you have to start paying an extra expensive upkeep to keep the army around (and/or they begin to deteriorate). If you couldn't take your target there'd maybe be some sort of penalty something along those lines.
I hope they add spellcasting giant etins to norsca, the idea of a big beat stick that can pit of fun the archers that are shooting it has me enamored.
Also would be fun to see spellcasting units without bound spells like that time the coatls were bugged to use winds of magic, that way it wouldnt feel so obligatory to field a dedicated spellcaster in each army, make army compositions more varied
From most to least in my opinion: Bretonnia, Norsca, Vampire Counts, Vampire Coast, Tomb Kings, Slaanesh, Tzeentch.
My first idea for a DLC is Slaanesh, Vampire Coast, Norsca racing for an artifact on the Elven Donut, can have a nautical/crustaceans theme.
2nd DLC: Vampire Counts, Tzeentch, Tomb Kings are given the goal similar to the old Books of Nagash, with the final quest battles centered around the Tower of Bone in the badlands would be a good finish.
Bretonnia reqork could be slipped in with the 2nd DLC as a major foil to the races.
Tangent: I really hope we get starting positions today. Hope Skulltaker shows up in an interesting place like Bretonnia, lustria, or cathay
The thing I'd like to see for Beastmen is monogod beastmen factions. We're getting close to having gors for each Chaos god, plus a few other units like Khorne Minotaurs and Tzeentch centigors, so give me Slugtounge for Nurgle, Moonclaw for Tzeentch, Ghorros Warhoof for Slaanesh, and make Taurox Khornate.
Or make Morghur the Tzeentch Beastmen lord because of his mutation schtick, so that CA could fit the whole update into one of the 3 lord DLCs by adding Slugtounge and Ghorros in the same update with one being a paid LL and the other FLC.
They could probably grab a few other monster units from some of the other DLCs to flesh out the monogod beastmen rosters, like giving Nurgle beastmen access to Toad Dragons and giving Tzeentch beastmen cockatrices and Mutileth Vortex Beasts.
And if they still need more, give the monogod beastmen limited access to daemons. The Dark Gods don't favor the beastmen as much as their human servants, so these should not be something the beastmen have free and easy access to, but unlocking them faction-wide by completing some mid-game objective to earn the gods favor would be a cool reward.
At this point I want to see more start options, and more lords to be able to play many races in many different starting locations. Of course, I am happy to see the remaining units and rosters being filled out
They should make an update to Queek Headtaker where he collects heads to get buff/debuff against the factions he has collected heads from. (Allow him to have a certain amount and then to exchange those he doesn’t need any more)
Daemons of Chaos are a big change faction if there ever was one.
Daniel needs considerable changes, mainly extra body parts, the ability to carry at least ancillaries, and especially a tech tree. The big issue with Daniel isn't just that he himself is weak, but the fact the mechanics punish you for building mixed armies, which is the faction's whole point.
Only one I personally disagree with is Daniel. As someone who came into WH off just WH3 and grew from there, i want to adore Daniel for the game narrative of playing him, but his faction feels...so very empty without some modding TLC. And if we don't want to ground up rework him, I'd really want to hope some alternative lord for the faction could be moved in or added (the obvious one being Belakor, but there may be other lore characters who work either in game alone or lorebooks)
Norsca and Lizardmen definitely need reworks as the former was almost completely abandoned while the latter got a lot but very few actually stuck.
I feel like the pirates need a rework to naval combat and I just don’t see that happening. Would be amazing if they did that and would absolutely pay a DLC for a naval update. Could slap em in there against the Dark elves or something
I would like some changed to tomb king gameplay all you can do is spam skeletons and maybe some kind of confederations between each other
SFO looks like they did a good job modernizing Norsca - which I do feel like CA should be paying attention to that team or hiring them outright as much of that mod is an improvement on the base game with slightly more complex mechanics and the introduction of a good variety of troops.
I hope the Books of nagash as a whole get a bit of an update and some polish (+ this allows you to use it as a fairly easy to add mechanic for a basegame/flc character to give them some spice, could for example have Teclis or whoever join the search for the books and bam they now have something that makes them different from the other factions of their race)
As for grand Cathay: the stupid great wall mechanic needs to be adressed. The idea as a whole is pretty cool but the exectution just does not work. It's not like the hostility in Markus Wulfharts campaign where it can actually become kinda threatening but you also get rewarded for it and you can eventually turn it off. The bastion attacks are just boring and annoying.
I feel Tomb Kings need some big reworks and Lizardman need more unit variety, which could be said for some of the Daemons of Chaos (mostly Tzeentch) but there are others which could probably use similar things but these are my big takes.
Dead Flag Fleet is a great opportunity for a Cathay vs Vampire Coast DLC.
In my opinion Norsca, Bretonia, Vampire Coast, Tomb Kings and Deamons of Chaos still need a big rework.
For example, the Deamons of Chaos need their own research tree, more characters (Be'lakor, Kholek, Galrauch) then they also need cults plus unholy manifestations and daniel should be able to use equipment
Dark Elves are largely fine, but I think Morathi needs far more of a Cult/Magic focus and they need a few Legandary Heroes (Shadowblade, Kouran, Tullaris).
Also Hellebrons mechanic could be reworked. Its way too passive.
I wish Morathi had some Slaanesh mechanics if she spreads it's corruption. Why can't she use her STUNNING BEAUTY to seduce enemies like every Slaanesh faction does? It'd be nice if she could give a gift of Slaanesh to enemy lords and vassalize successfully corrupted factions. Even add 1-2 of the Slaaneshi battle abilities to make her fights more unique. Morathi's campaign is one of the most tedious slog festivals in the game because she fights ALONE (N'kari dies very fast so doesn't count) against the WHOLE FUCKING DONUT and has NO FUCKING WAY to reduce the amount of enemies besides killing them.
@@Вейн-э5б I think it would be cool if they did more with magic for her faction (to encourage more High Sorceress use as well), but also have a unit type of borderline suicidal generic elven cultists flock to her sort of like Waaagh armies join the Orcs. Reduce her access on some of the more "proper professional DE army units" to compensate.
@@runeh3022 Slaaneshi WAAAAAAGH sounds both terrifying and exciting
In regards to Bretonnia I think they could do it like they have been. Rework for faction free for anyone that owns them. Pay for a new LL and new units and such. It will make every camp happy I think. They have done this with many races. I would love to see another Chaos Dwarf LL though and LH. I also hope we get another LL and a LH for Vampire Coast most fun faction in the game.
Really hoping tomb kings gets fixed up in some future updates, great campaign mechanics but some units have fallen behind in power, notably the ushabti and tomb scorpions. Zerkovich's video where he played a TK campaign trying to only use constructs really highlighted issues with the race.
Morathi has a pleasure cult mod that allows her to access the slaanesh unit roster. It's perfect
I want Daemons Undivided to get fixed before TWW3 loses support. Maybe even a second LL
With CA keeping the dlc so close to the chest and taking this long to release I think there gonna sneek something in it. Possibly Nagash as a mini race pack
Wounder if High elfs get Aislinn Sea Lord and they can have a semi- Horde mechanic similarities to vampire coast, but reforcing port settlement
4:25 did i hear Deus Vult?
Norsca, Counts, DE and Lizardmen need big reworks. Dwarfs need faction/character reworks IE Belegar. Skaven need a few character reworks as well.
woodelfs need the option to do more than one ritual at once, it becomes an end turn sim after like turn 80
I feel Dark Elves/ High Elves need more a small rework. They have the core mechanic figured out (slaves, influence) they only need for more interactions and things to do with it. But they are not in the same spot that Norsca or Kislev, or Lizardmen (LIzardmen besides the dlc LL feel like the race with less mechanics in the game). Also Daniel doesn't feel right without technologies and items,ancilleries and followers. It could have tech like beastmen , only unlockable with a minimun level of favor of one god or chaos undivided.
High elves lost their trade vision
high elves need the phonix court system from the mod / it beeing a reflavoring off the tower system for chorfs. Then give Thirion and Galadriel some extra power in that system, while also retouch her mortal grief / defender of Ulthuan mechanic. Teclis needs to have access to free cataclysm spells. Elith is ok, tho a tat boring. Batman is fine, but his campain is kinda over before he gets his unique units. Imrik is fine,only his condeferation quest kinda needs a streamlining. His unique dragons while very cool are not really a WH3 friendly mechanic. Them also giving faction wide dragon buffs would be cool. Honestly why not make the special dragons unique heroes?
Dark elves could kinda get away with a smaller rework / a lesser role in a dlc. Roaster and the slave mechanic is pretty fine. What they need is access to all magic, and Malekith could really needs a cool unique mechanic where he can actually become the phoenix king unifiying dark elves and high elves and allowing him to recruit HE units and maybe even give him a way to get the HE LL where the red like is replaced with dark elf one. Morathi has a lot of power but a bit more Slaneshi things to do would be great. Helebron mechnic is barely there and could need a glow up. Rakarth just needs some of the newer beasties added. Really depends on how cool they want to make Malekith, the boi who struggles to even confederate his own mother.
Both would also benefit from a having a cool LH they can get kinda early. LH that arrive past turn 20 see very little actual play.
What even is the "influence" mechanic but a pooled resource that allows them to purchase better background traits and affect attitude, which is something which is very basic.
@@Lord0x They did? I didn't recall that. It was because seeing another IA factions provoke they declared war on the player more often and was more of a disadvantage?
@@murranji3705 and improve relationships. Don't get me wrong they need more uses for that mechanic and make it more engaging. But I think the idea is fine for an example, I think they need more of the change the Empire have in the last DLC, improving the rework and making a better use for it rather than the Dwarfs rework. I feel like Kislev, Lizardmen and Norsca need a Dwarfs WoC type of rework and DE and HE needed more of a Empire upgrade.
I think that there could be an additional tiers - for units and mechanics, but the tier system could not have space for it ^^'. I wish there would be some kind of mutating the troops among whole chaos troops. Also i still hope for engineering DLC for Dwarfs ^^' About Nurgle... But Glotkin, Pusgoyle Blightlords, Morbidex/Rotspawned/Daemonspew :D Well, I would be happy if AoS stuff for chaos and... wood elfs land into Warhammer Total War.
dark elves need slaves changed up, naval raiding and lokhir should be able to board arks, maybe make a generic lord that can do the same as well. maybe have black arks give a major bonus when fighting on sea, half on ports and a third of which on battels within sphere of influence(and keep the bombardments).
For Chaos Dwarfs we need proper Hobgoblins and not upsized Goblins.
High elves and dark elves at the top gotta just be cause you love those races secretly or something. They’re both fine with plenty of unique characters things amongst all the dlc they got in 2. Also nakai and sotek are perfectly fine lizardmen. List seems all over the place really
Daniel needs some new items to be fair.
The "new" Tzeentch stuff is cool and looks great tbh, but the other three could use a new set as well.
Daniel could also just use some interesting mechanics and oh my lord some actual technology. We know now that we can split the tech tree into different pages. So let us get a tech tree and a devotion tree.
Fay enchantress getting kislev university--alongside a buff to kislev university overall--is a great idea! There is a mod to buff it, but I would like the buff in base game.
I think demons of chaos needs a buff too. Their economy and building situation are in dire need of a rework. The lack of meaningful flavour is very disappointing
The humans of chaos need a huge rework in which changes are made to the demon prince is added to this faction and removed from the Warriors of chaos.
Ogre Kingdoms need an overhaul to their lacklustre Ogre Monstrous Infantry units. Instead of working like Shock Cav they should just be absolute beasts in melee charging & sustained fights with only halberdier units and ranged units being a hard counter to them.
Right now it sucks so bad to send a unit of Ogres in and 10 seconds later when the charge bonus wears off they crumble.
the three things chaos dwarfs need is to build the train tracks to different places to be able to attack their enemies faster and move their arms faster as their lore. the second is that the rebels should be orcs, not chaos warriors. third is that hashut is its own corruption.
From rumors that next dlc after 6.0 is Purple chaos vs Vampire counts vs Wood elves/ Dark elves Hybrid LL and faction then Beastmen vs Britannia vs Nosca or Kisv vs Empire vs Nosca or Nosca vs Britannia vs Grand Cathay
First of all, we need some periods because without those, that was hard to read. Second of all, what rumors are you referring to? A hybrid wood/dark elf? This speculation looks like some subpar reddit post begging for upvotes.
@ZeriocTheTank from a rumor that CA maybe look at Hybrid LL and heroes and faction and from random event talk about ladies of moonlight roses it about Manfred wife and spy master of queen of wood elves that is half dark elve and half wood elve and grand carthy fire nomad that fell to purple chaos
Full agreement about vampire counts but the empire definitely needs an update focussed on the Knightly orders and religion
I disagree on DoC. Well, more items is definitly something i would like.
Also i would like:
1. From a rollplaying perspective i would like 5 different flags for each chaos god aswell as undivided. I would also would like if the faction colours, map colours would change with it aswell as settlement skins. E.g: nurgle flag, Green colours on map. Settlement skin of nurgle
2. Normal ascended demon prince also customizable. But a bit smaller in size then the Daniel.
3. That if a mod create units for e.g. the nurgle faction. They automatically will be in the DoC roster.
4. I would like if Belakor skin would be customizable aswell.
I would also really like if landmarks on the map would visually change if their is a faction control. E.g. tower of flies would change into a normal tower when region is controlled by the empire.
I realize none of the above will be implemented.😅
There is a mod for Bane Towers. They are balanced and should be in their army.
Vampire counts should have more vampire infantry.
I still feel like need a few more units and the forge could use a small update. Generally they feel a little basic. A forbidden workshop khaep would be cool
i need Ariel to be a legendary lord interchangeable with Orion
Vlad could do with Franz' imperial authority and electoral machinations. It could be like the Kostaltyn and Katarin race but a lot more interesting, especially in multiplayer.
Franz spawns armies to help and Vlad raises undead armies to help, for example.
Same stuff with an undead coat of paint.
High Elves don't even have a finished basic roster.
Id love to see some tomb king changes they have a wonky start atm with being so restricted on armies till atleast turn 14 to one army in my tombkimgs who are supposed tk command the undead hoards dony really feel that great starting of course i dont think they should have endless but one additional army to start would be helpful.
Khorne needs an economy update, hopefully coming with the DLC.
Demons could use alot especially adding belakor to the faction
The big thing with more dlc is that CA just needs more revenue to hire people to make it faster
So recently I’ve done the victories for all the factions I had left to do (on normal😅) and I don’t agree with a couple pirates tomb kings and demons of chaos I feel like need a rework they were all fun but frustrating at times other than that I agree with the list, but my experience will probs be different as I play with sfo
I disagree about Chaos dwarfs. They definitely could use faction mechanics. Doesn't have to be a big and deep workshop, but something. They have their focus, kadai, the bulls and caravans. Double down on them and make them fun in different way. Some faction wide benefits for them, not just a little whatever.
Empire is definitely not done. Volkmar needs a rework, he’s a DLC lord and has the most vanilla campaign in the game. Markus also needs a rework, he’s another DLC lord and his mechanics are way too Lustria focused. They’re also still incredibly buggy and have no indication of how many times you have supported an elector with Imperial Supplies which means you lose out on runefangs (there’s also a bug that never gives you elector count state troops) and there’s no indication which territories you need to control to stop LM from spawning.
There’s still also 2 potential DLC’s with the Middenland roster and Knightly Orders.