Top 5 Races That Desperately Need A Rework - Total War Warhammer 3

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The Great Book of Grudges

The Great Book of Grudges

Ай бұрын

The reworks in Thrones of Decay were awesome but sadly it makes me look back at races and factions who have been badly ignored over the years. Let's discuss the races that need a rework the most!
Top 5 Races That Desperately Need A Rework - Total War Warhammer 3
#totalwar #warhammer3 #thronesofdecay
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Пікірлер: 519
@lux-px2fp
@lux-px2fp Ай бұрын
Nathaniel we should rework our relationship, please give me a second chance.
@splash6117
@splash6117 Ай бұрын
I’m wheezing rn
@christopherhutchens8077
@christopherhutchens8077 Ай бұрын
"Baby Come Back"
@Doombot221
@Doombot221 Ай бұрын
You went for the full Nathaniel, bold
@Layo81
@Layo81 Ай бұрын
"Never go full Lux" Winston Churchill.
@magnificentish891
@magnificentish891 Ай бұрын
I called dips already
@ahizzy5566
@ahizzy5566 Ай бұрын
Hotwheels Daniel the Demon Prince sitting in the corner with boring campaign mechanics despite being the sole lord of a race
@Tundrawrath
@Tundrawrath Ай бұрын
I actually appreciated my first playthrough with him, that being said, it was the one and only 🤣
@LordKalte
@LordKalte Ай бұрын
Indeed, I keep forgetting about him. His starting location, just like Ku'Ggath, should be change
@johnny13x2
@johnny13x2 Ай бұрын
Definitely should have had Belakor in his race
@TheBrickMasterB
@TheBrickMasterB Ай бұрын
They should honestly just slap the other daemon races into him and individualize their confederation/campaign mechanics like the WoC. As things are the WoC are basically everything the daemons are but better.
@piotrkosakowski7071
@piotrkosakowski7071 Ай бұрын
@@LordKalte i like Ku gath start location a lot:p
@pinky6758
@pinky6758 Ай бұрын
The rework for Norsca is actually *REALLY* simple: Make them a true race of seafaring viking raiders with perks similar to the druchii Black Arks. Norsca-armies out on sea 1. dont cost upkeep, 2. dont suffer from attrition, 3. replenish troops. And just like that, Norsca would turn into a true naval superpower.
@nathanielclaw2841
@nathanielclaw2841 Ай бұрын
They also need to do that to vampire coast
@Kazmahu
@Kazmahu 19 күн бұрын
@@nathanielclaw2841 And you could still keep them distinct. Norsca get most/all of their on-water bonuses innately, but as a cost their economy is kind of permanently trash - if you want to afford upgrades and recruitment, you're going to have to regularly make landfall to raid and pillage. Meanwhile Vampire Coast get a lot of their perks from buildings in Pirate Coves - so once you've got your smuggling network established, you can be more selective about your fights or take time out to go treasure-hunting without promptly running out of cash.
@BurkinaFaso69
@BurkinaFaso69 12 күн бұрын
Throgg being seafaring would be weird
@Garret007
@Garret007 Ай бұрын
The bretonnian crusade could be something like the waaagh for the greenskins. You select a target faction and based of it's strength you get global rewards, maybe some unique items along with it. And it could be limited to non-order factions as targets.
@PowerPuffSoldier
@PowerPuffSoldier Ай бұрын
Which is literally the Crusade mechanic from Medieval 1. It comes full circle.
@VindensSaga
@VindensSaga Ай бұрын
Yea!
@johnj.spurgin7037
@johnj.spurgin7037 Ай бұрын
That, but instead of a second army just gaining units you add a "raise dead" unit pool based on your subfaction and/or chivalric vows.
@Lones555
@Lones555 Ай бұрын
The waagh mechanic is completely useless though, you can only use it once and then never touch it again or you lose your buffs. Only the lizardmen and dwarfs have rewards worth having so once you get the biggest waagh with either of those factions its mechanic over.
@Caldwing
@Caldwing Ай бұрын
@@Lones555 Ummm, the primary benefit of a waagh is not the buff you get at the end. It's the access to recruitable waagh units and the extra forces you get during the waagh itself. These are far, far, faaaar more impactful than any waagh buff. I don't even pay attention to the rank of the target. You should be in a state of waagh every single moment that you can be because it almost literally doubles your military power. The target is just an excuse. Any orc will tell you the purpose of a waggh is the waggh itself.
@DEMONRaziel
@DEMONRaziel Ай бұрын
The Lizardmen are not in the same spot as the Skaven, despite the same amount of DLC, because they always pulled the short straw for their DLC's, with the second part being more fleshed out. A rework could remedy that. Throw in Tetto'eko for good measure. And give Tiktaq'to a slight leg up, without having to buy 2 additional DLCs for Ripperdactyls and Coatls (hint: boost mounted skink chiefs factionwide). Bretonnia could use Bertrand as an FLC LL, alongside some rework. I know many people want Bohemond, but I think Bertrand could offer an entirely new playstyle for Bretonnia, doing away with peasant economy and chivalry and focusing on "unknightly" tactics like ambushing, sacking, ransoming captives etc., as well as boosting archers (take notes from Empire's archers and huntsmen).
@XarkoCZ
@XarkoCZ Ай бұрын
For me number 1 will always be Aranessa Saltspite. She's in so bad spot she even got added to the wrong faction.
@ynwa9885
@ynwa9885 Ай бұрын
He said factions, not individual characters
@jonasfull
@jonasfull Ай бұрын
Shes my favorite lord and i finished the campaign with her 6 times
@DarthEnderX
@DarthEnderX Ай бұрын
Aranessa desperately needs to be moved to DoW when they're released.
@DarthEnderX
@DarthEnderX Ай бұрын
@@ynwa9885 He said Races, not Factions.
@jonasfull
@jonasfull Ай бұрын
@@DarthEnderX no please shes my favorite lord just the way she is
@Draxynnic
@Draxynnic Ай бұрын
How the Lizardmen still feel bad despite three DLCs is quite simple: DLC 1: Rework budget went to Skaven. Understandable, they really needed it. DLC 2: Rework budget went to Empire. Understandable, they really needed it. DLC 3: Rework budget went to Beastmen (understandable, they REALLY needed it) and Dwarfs (who absolutely DIDN'T need it at that time more than lizardmen did.) Lizardmen are still running on 2017 campaign mechanics, and those mechanics were viewed as being a bit boring even then, they just weren't actively anti-fun like some others. No amount of new units can offset having campaign mechanics that out of date.
@tjcoleman7439
@tjcoleman7439 21 күн бұрын
100% this. In fact I don't think I even want another lizardmen DLC. Their roster is so complete its on the verge of feeling bloated. Units/content wise I think they're perfect, just yeah they always got screwed in the DLC they featured in. Geomantic web has been a boring feature since day 1. I think they rework the web and rework blessed spawnings and suddenly you're cooking. Then give Gor rok and kroq gar a bit more identity and I think they'd be in a good place.
@Draxynnic
@Draxynnic 21 күн бұрын
@@tjcoleman7439 Mazdamundi too, especially after seeing what was done with Gelt. But yeah. The campaign mechanics rework is the important part. If they insist on any rework coming with paid content, there is material to do that, but I don't think anyone will complain if a Lizardmen campaign mechanics rework came alongside a DLC for a race that needed content but not a rework. Maybe make Tetto'eko as an FLC lord or Chakax as an FLC legendary hero if they really want to add something while they're there.
@danfish300
@danfish300 Ай бұрын
Before even watching the vid I will say - Norsca definitely, Bretts definitely, Lizards definitely, High Elves (after seeing what they did with Gelt, High Elves need their magic system completely reworked) and probably Ogres.... Vampire Counts could really do with a whole bunch of content (bloodline stuff etc), but pretty much every faction could do with a touch up at least. EDIT: Hey I was pretty close to 100% spot on!
@benderbendingrodriguez6375
@benderbendingrodriguez6375 Ай бұрын
Deamon prince needs a rework too.
@heistingcrusader_ad3223
@heistingcrusader_ad3223 Ай бұрын
My boi Teclis deserve some love dammit!!!!
@your-missing-sock9440
@your-missing-sock9440 Ай бұрын
All that and Daniel.
@Soul7k
@Soul7k Ай бұрын
It would definitely be cool if the carnsteins had a wider capacity for recruiting sylvanians. It'll never make sense how I can take over all of the empire and whipe out the dwarves but still not have gunpowder
@babylonastronaut
@babylonastronaut 26 күн бұрын
​@heistingcrusader_ad3223 teclis being worse at magic than the college he founded is super weird
@dainge4413
@dainge4413 Ай бұрын
I still think Wulfrik should have a headhunt mechanic like Lu bu had in three kingdoms
@HiddenEvilStudios
@HiddenEvilStudios Ай бұрын
...Or like Oxyotl / Alith Anar right now.
@Prushinthespirit
@Prushinthespirit Ай бұрын
He should lose his mammoth mount. Nothing breaks an image of a wandering challenger more than him chilling while mammoth does all the job.
@HiddenEvilStudios
@HiddenEvilStudios Ай бұрын
@@Prushinthespirit I agree with the principle, but I'd rather have more options than less. Now that mount unlocks are automatic, I'd like to see more mount options added in.
@fish7598
@fish7598 Ай бұрын
Lizards need a rework so fucking desperately. I think people often confuse the difference between "rework" and "more content". Vampires have honestly fairly decent mechanics on the campaign side, they just haven't gotten any new paid units since 2016. Lizardmen on the other hand have a fantastic roster but their campaign mechanics are dismal. The geomantic web has always been a nothingburger, the UI interface for recruiting slaan feels ancient, blessed units are completely random, it just feels bad. Tehenhauin is probably one of the best feeling lizardmen factions at the moment because he actually has some ways to interact with the races unique stuff after they updated him for mortal empires. They're very similar to how the wood elves were before their rework - great units that feel fun to play with in battles but their campaign mechanics are just... not good. Ogres are also desperately in need of a rework, their units are also a blast, but their campaign mechanics are very rough, and truth be told both their legendary lords feel seriously underwhealming in my eyes. Honestly I think kislev also needs a rework. They're functional but the feel very weird and disjointed as a faction at the moment. You supposedly have this idea of the ice court, the orthodoxy, and the old primal magics of the land that exist in an uneasy alliance but that just isn't how it feels in game. Still, I'd say nothing is remotely close to being in the position that say beastmen or warriors of chaos were in for most of Warhammer 1 and 2, every faction feels at least functional and playable, which is a big step up in quality.
@007whiterussian2
@007whiterussian2 Ай бұрын
i agree vampires as a race have solid mechanics with the blood lines and raise dead that make them feel interesting and quite fun with their kill raise kill more flow. they really just need some dlc flavor and lord updates and maybe some touch up on the race mechanics. VS other factions that just dont really work like the ogres and my personal pick vampire coast, vamp coast has the core identity there they just need it updated (like being able to attack directly from the sea maybe raiding from the ocean, better pirate coves, etc) so im personally holding out for that
@freedomfighter22222
@freedomfighter22222 Ай бұрын
I never understood why everyone is hating on Tehenhauin, his stuff is actually unique.
@rossjackson8259
@rossjackson8259 Ай бұрын
They’re fine. There are so many races in a worse state. They don’t need anything.
@AkaRystik
@AkaRystik Ай бұрын
I wish they would give my lizards some love, they are fun in battle but their campaigns are so tedious and their mechanics are garbage, along with the tech tree whose only rival in terms of awful was old dwarf tree. They feel unfinished.
@fk3095
@fk3095 Ай бұрын
Geomantic web has so much potential too
@Prince_Cheddar
@Prince_Cheddar Ай бұрын
I've seen it suggested that Norsca could be rebranded as a more generic "Northern Tribes" or "Northmen", so it can be expanded to include other Chaos worshipping tribes outside Norsca like the Kurgan, Hung and Tong, and they could take the opportunity to rework the preexisting Norsca factions.
@kaelthas9970
@kaelthas9970 Ай бұрын
It would be interesting if they had alternate looks for Norsca factions in Lustria and Cathay.
@mrhelzbygrad7485
@mrhelzbygrad7485 Ай бұрын
Seen it suggested on this channel, for instance?
@lgr9793
@lgr9793 Ай бұрын
​@@kaelthas9970like that warhammer 2 mod the tribes from the new world
@leach6006
@leach6006 Ай бұрын
I hope that they get a Champions of Chaos style DLC for the main separate tribes and include a lord for each of them
@rhagos5562
@rhagos5562 Ай бұрын
would be cool to have a non chaos aligned norscan tribe
@freedomfighter22222
@freedomfighter22222 Ай бұрын
I desperately hope CA keeps doing reworks and content for races that never got to where they should have been at the end of warhammer 2
@TheLostPrimarch2nd
@TheLostPrimarch2nd Ай бұрын
For Bretonnia, Lords and Heroes should get a full tab of extra objectives to complete to gain buffs. Kill 15 monsters? Well, you get a bonus anti-large. Beat up 5 legendary Lords? Better stats for you. Suffered 15.000 range damage? You get a bonus to defense and parry. Much as most Lords get traits for doing things, Bretonnia should get either better ones or extra ones for completing these mini-quests to gain the Lady's Blessing. You should, with time and care and crusadung around, buff your Lords to be brutal juggernauts. By their point, they woudl be Grail Knights for crying out loud.
@ProduccionesPaquito
@ProduccionesPaquito Ай бұрын
Repanse starts two regions away from the desert of araby province, which has a unique building that makes your whole faction immunity to desert atrition. There goes her unique mechanic! Furthermore, after dealing with your starting neighbours, that's it, no more desert. I've always thought they should chage that mechanic from water to "crusade supplies" or something like that, that makes the army immune to ALL atrition for 3 to 5 turns. That would be thematic and actually useful. But you know, repanse at least has that, the others don't have anything. They could give Repanse's mechanic to Bordeloux, since they are also crusading around, and something else to Louen and Morgiana. Also, a vows and troths rework, making the green knight an actual legendary hero that doesn't f*ck off after a while (maybe he can be summoned in deffensive battles instead?), and finally a technology touch up. The confederation mechanics are particularly sad, you just click on "Confederation with Couronne" and waste 40 turns in researching technologies with no permanent use beyond giving you 0 to like 5 settlements if the faction was alive and active.
@Eabalo2
@Eabalo2 Ай бұрын
I usually have a lot of disagreements with your opinions and theories but making Wulfrik a semihorde is legit one of the best ideas ive ever heard. Also i actually agree with the rest of the video but the Wulfrik part Really needs to happen. That would be amazing!
@zacharyjackson1829
@zacharyjackson1829 Ай бұрын
there's a reason that SFO has literally made this a thing. the idea isn't original.
@EveloGrave
@EveloGrave Ай бұрын
Idk. Wulfrik having a teleport like Oxy makes more sense imo because Seafang travens through the realms of chaos to reach far away lands quickly. He sailes through time and space, not so much the sea like other Norscans.
@kmanalpha453
@kmanalpha453 Ай бұрын
The Green Knight should be able to teleport between armies, so he's always where he's needed most
@Soul7k
@Soul7k Ай бұрын
Just turn him into an army ability like Herman ghorsts buddy. That'd be hilarious and terrifying
@tobi_ornottobe
@tobi_ornottobe Ай бұрын
Tomb Kings definitivly need an Update too, they are so fun lorewise. Sad they didnt got mentioned.
@Soul7k
@Soul7k Ай бұрын
I always try to play this faction but dealing with their army cap kills it fot me every time
@ACKEnzeru
@ACKEnzeru Ай бұрын
TK are strong - You can field whole armies of Ushabti and it kills everything. They could use a little "live" thought...
@user-ox7ob6fm7e
@user-ox7ob6fm7e 21 күн бұрын
Tomb Kings roster is OK but campaign is extremely boring. Those books of Nagash are scattered all around the world so far away so you never gonna get them.
@Distamorfin
@Distamorfin Ай бұрын
On the matter of Lizardmen, they need a lot more work than is noted here. The Geomantic Web is nearly worthless as a mechanic, true. But Blessed Spawnings are also atrocious because (1) it doesn't even cover the whole vanilla roster and doesn't even touch the DLC roster, and (2) the blessing effects aren't at all thematic and feel like they were chosen at random out of a hat. The Blessed Spawning mechanic needs to take a page for the 6th edition Sacred Spawnings, with each Old One given specific buffs to units blessed by them and a system to actually recruit specific units blessed by specific Old Ones. Also, the only LLs that don't need some sort of overhaul, IMO, are Nakai and Oxyotl. Mazdamundi, Kroq'gar, Gor-Rok, Tiqtak'to, and Tehenhauin all need some level of individual reworks. The vanilla and FLC lords because they all lack any sort of mechanic or individuality to themselves, and Tehenhauin because he needs his unique RoRs like Ikit got in their DLC and a major tune up to his sacrifical pyramid abilities. Especially the Invocation of Sotek, because that is just awful considering you're summoning a bonafide god.
@BearPawSwipe
@BearPawSwipe Ай бұрын
What would you change for Gor-Rok/Kroq'gar?
@Prushinthespirit
@Prushinthespirit Ай бұрын
​@@BearPawSwipefor Kroq'gar - give him an equivalent of WAAAAGH mechanic. You'd get rewarding tasks to eliminate a certain faction, and have feral beats added to Kroq'gar's additional army when it's active. While Gor-Rok would focus on a defense. Such as making sure Lustria is secured under lizardmen control, repelling invasions etc. While further bolstering saurus defensive aspect.
@parkerhayes9739
@parkerhayes9739 Ай бұрын
I have some ideas for the lizardmen. Im pretty sure in the lore Kroq gar and tiktaqto kind of work for Mazdumundi, almost like agents or champions. So, Those three legendary lords could hae a heavier focus on the geomantic web. Gor rok could have mechanics centered around defending Lustria. I think Nakai just needs to give better and more buffs to Kroxigors, and have a similar system to Oxyotl, where they need to go to specific locations to further the great plan. Oxyotl is probably in the best spot right now, but could benefit from any racewide reworks.
@parkerhayes9739
@parkerhayes9739 Ай бұрын
Also, Tehenauin should have upkeep and recruitment cost reductions to skinks, just like Skarsnik with goblins, and should give massive buffs when fighting Skaven. The prophecy of sotek should create a massive drop in relations with all skaven factions instead of having all skaven declare war on all Lizardmen.
@guilhemnavarette6282
@guilhemnavarette6282 Ай бұрын
For Bretonnia, I could see a crusade way of working ala ork waaaagh mixed with chaos dwarfs convoys, where you could target a faction capital and if you wiped the faction/occupy or pillage it you get a RoR, legendary hero or powerful artefact
@buckhammer5897
@buckhammer5897 Ай бұрын
I guess I really enjoyed the tech tree for lizard men... probably my most played faction. My reasoning for liking it and the buildings that are linked to the tech is that otherwise, I just copy-paste city layout. Yeah, I had to build that pool building. It made me think differently. Instead of army production city, economy town, ect. Unlike the open book to empire, I don't research things I wouldn't use. Cool in the sandbox theme, but it never nudges me to try something different. Regardless of how light is a nudge in that direction.
@MrEddieLomax
@MrEddieLomax Ай бұрын
That's why I'm against removing the 'speed bumps' like having to have X building, same with the quests - make us kill X and then perform the ritual before we can fight the battle. I think all races could do with story elements added, its fluff often, but it adds something serious to the game.
@jobvermuyen5382
@jobvermuyen5382 Ай бұрын
Imagine this: Mazdamundi collecting and reading plaques Kroq gar training cold ones and carnosaurs and all their respective cavalry variants just like some other factions can buff up their units. And a fun thing could be to make carnosaurs or scar veterans and the lord variant for him to train and grow up a bit like the ice court mechanic for kislev Tiktaq give him some cool mobility/teleport or something, make him more air force oriënted. Then we have all unique lizard factiobs
@longbow857
@longbow857 Ай бұрын
Just a Tomb King enjoyer here being sad they are not mentioned. They got some campaign balancing in WH3 like most factions got, but I feel like they would really benefit from a DLC.
@resileaf9501
@resileaf9501 Ай бұрын
Probably not before Nagash.
@BearPawSwipe
@BearPawSwipe Ай бұрын
@@resileaf9501 I was going to say the same thing.
@gizmohollow
@gizmohollow Ай бұрын
The video is about factions that need reworks, not factions that could use some dlc. The tomb kings are fine, they don't need a rework. Khalida could use a once-over, though, so many things about her are so messy.
@Lones555
@Lones555 Ай бұрын
Other than Arkhan the Black they all need to have their faction benefits looked into. Khalida in particular has the worst faction effects of any lord in the game, what use is diplomatic relations on any difficulty above Easy. Khatep is screwed over by not having any green territory by him. I love Settra but his faction mechanics are also woeful.
@Asrahn
@Asrahn Ай бұрын
Honestly, the High Elves could do with some work too. Their tech tree in particular is incredibly stilted.
@vierwhey
@vierwhey Ай бұрын
I want the vampire counts blood kiss system reworked a bit. Especially for the necromancer boys Henrich kemmler and Ghorst, it doesnt make sinces why they are doing the blood kiss system when they themselves arent vampires. I want something more focused on necromancer. Maybe do a laboratory mechanic like Throt the unclean where you can mix and match different skeleton and zombie parts to create undead monstrorities. I know that in the books Henrich kemmler created a bone pallaquine of different corpses. Something like that. Make the necromancer faction different from the vampires.
@duderuler
@duderuler Ай бұрын
I heartily second making the Green Knight a legendary hero. I defeated Repanse yesterday and killed him. I honestly had no idea he could be killed. Why can he be killed lmao
@rellek4053
@rellek4053 Ай бұрын
I say make all of Bretonnia’s dukedoms major settlements (with adjustments for how that will affect building slots) or double the amount of Provinces in Bretonnia. L’Anguille is one of the largest cities in Bretonnia not a village, not to mention it’s supposed to be at the mouth of the river… Add settlements like Sigmarsheim, Tancred Castle, etc. to flesh out the area and make Bretonnia’s dukedoms less pathetic And redo that research tree!
@jedimasterdraco6950
@jedimasterdraco6950 Ай бұрын
The trick with what you're asking for is that it would require pretty much a reworking of the campaign map to expand a section that is already fairly cramped (you can go from Bretonnia to Ulthuan in about two turns). If you want an expanded map, I'd recommend looking at ChaosRobie's The Old World mod. It's currently still in the process of being updated, but it has 1209 settlements while only covering a geographic range including the Old World, the Darklands, and the northern portions of the Southlands, along with the Galleon's Graveyard and the Chaos Realms. Definitely worth checking out if you favor the Game One races.
@PowerfulSkeleton
@PowerfulSkeleton Ай бұрын
Dark elves need some love, IMO.
@Fornacis69
@Fornacis69 Ай бұрын
I would love to see mallobaude come at some point and him and loun could have a similar elector count system but it’s fighting for the throne of bretonnia, maybe it could have a prestige currency that you build and can win over other dukes loyalty for you to be the true king of bretonnia as well as an overall rework for bretonnia. I’d also love a mixed roster for him having exiled knights, gunpowder, mercenaries and all sorts of different people like wizards and such. Would be such a cool lord to have
@Nyrf7
@Nyrf7 Ай бұрын
What we really need is DLC with Vampire Coast LL and rework + YinYin for Cathay.
@roland228
@roland228 Ай бұрын
In regards to Norsca, their Allegiance to the Gods mechanic needs the biggest rework. In TWW1, it synergized with their inability to occupy inland as you'd just raze the settlement and by relation, build allegiance to the gods and while that did carry some issues with enemies resettling an area, the map was smaller and getting rid of a set of enemies means ones work could no longer be undone. With the map expansion of TWW2, their limited expansion area became far more detrimental as there was a lot more space for enemies to resettle and causing the release of mods giving them the ability to occupy everywhere. Then, when they gained the ability to occupy anywhere in TWW3, their Allegiance and the change to their occupation now work against each other since Razing and then settling means having to build up a settlement from scratch while occupying means not getting any allegiance.
@kelleren4840
@kelleren4840 10 күн бұрын
As a die-hard VC player with 2k+ hours since WH1, here's a few tweaks I'd love to see: Universal Changes: *Vampiric Channeling:* Vampire Counts directly siphon winds of magic recharge rate from enemies, as a percentage of how much they outnumber their living opponents. The more you outnumber your enemy, the more noticeably you siphon their winds of magic. *Midnight Court:* Something like the high elf influence mechanic, but with vampirism. Allow player to use blood kisses as a powerful currency that can extort significant promises from other (especially human) factions, perhaps with the catch of requiring a certain level of political, vampiric corruption first, and with the knowledge that after granting a blood-kiss, one of their faction's Lord's would become a Vampire. "Hey Nuln, I will turn one of your nobles/heroes into a vampire if you declare war on Stirland." Faction-Specific Changes: *Vlad Von Carstein (Isabella as Legendary Hero):* Gains access to elector count systems, state troops/militia, and some potential intrigue/corruption/influence mechanic, where he can garner electoral support through vampire-specific shenanigans. Specifically, I think it would be cool if you could "host balls" and invest things like dark magic and political favors in exchange for more support, limited-time recruitment of mainstream empire units, etc. *Isabella (Vlad as LE):* Gains a clan-moulder style system to customize, upgrade, and homebrew vampiric beasties. Maybe she's feeling savage and blends Varghulfs with Dire Wolves for a super-pack of Dire-Ghulfs? Maybe she crosses Fell Bats with Terrorgheists to get larger bats with anti-large? But lean into her beastial savagery and really highlight the lore around her having an innate connection with dark creatures. Maybe she needs to collect specimens of nasty creatures from all over the world in order to get new traits, like Mr. Grom's ingredient scavenger hunt?
@hoerleiche88
@hoerleiche88 Ай бұрын
PS.: I apologize for the long post. It ran away with me. Noone should feel obligated to read it. I wish the Vampire Coast got an overhaul. The Immortal Empires map is so big, that treasure maps are too far away to be of any use. At best you get the upkeep of the hero that went to dig it up back after spending a dozen turns walking there. And that ignores the fact that your hero slots are very limited due to you sacrificing either your main income buildings in Vampire Covse, or by getting harbor settlements to tier 5. Capturing large territory doesn't feel as rewarding as it does with other factions, which is fine if their main goal of raiding the coasts and establishing coves wasn't so tedious. You basically need to make alliances with strong factions to take over the settlements you pillaged, or else the enemies will recover and take revenge on your home. I've seen Norscans sail all the way down to Lustria because I couldn't wipe them out to retain my coves. Also, why on earth do heroes with a very limited capacity have a 15 turn cooldown on making coves? You are already spending several thousand gold if it's a larger settlement you are targeting, and then you twiddle your thumbs for a dozen turns. Let's not even talk too much about individual lords. Saltspire doesn't benefit from her "unique" faction mechanic past turn 10, Luther is getting his ass beat more by all those damn trees than the Lizardmen that absolutely despise him, Noctilus and Sylostra have a fun doomstack in their respective armies, but none of them have a faction mechanic that really sets them apart. Most of your research tree is dissapointing. I tend to get my basic gunpowder units boosted, grab my shipbuilding lords and then find myself struggeling to find out which next research is the least useless. A big boost in my opinion could be achived by increasing the movement range of Vampire coast heroes, maybe through research. All of them are exceptional units on the battlefield. And having to send some of them off for 20+ turns to dig up a treasure, or idle around far away from your army to establish a pirate cove feels like such a waste of potential. In general movement range is a big struggle for the vampirates. The map has gotten massive and I believe they are the faction that feels it the most. Most shipbuilding lords don't even bother with march stance due to their big movement buffs, so maybe an increased movement range cap for the faction could help them not waste precious turns scurvying away at sea. Fun fact, even on sea battle maps you rarely can make use of the aquatic trait due to some line of sight issues, but mostly due to the lack of useful positioned water on so many battlemaps. I think I'm done rambeling? Have a good day.
@OfficialJamion
@OfficialJamion Ай бұрын
I agree with most of the list I think my top 5 that need a rework are as follows: 5) Lizardmen, 4) Ogres, 3) Vampire PIRATES, 2) Bretonnia, and 1) Norsca Lizardmen I don't know what to change. I have played them very little, in most of my campaigns. I just refer to them as boots, in reference to what I'll turn them into once I kill them. Ogres I think ogres should be on a ruination and abundance mechanic. Ruination meaning their settlement in a region (province) perform better if every other settlement in that area is razed to the ground. Thus encouraging them to knock down settlements rather than take them and maybe even forcing them to go to war with factions that just happen to recolonize an abandoned location. Abundance meaning that the climate effects start off good, but the longer Ogres inhabit a place unopposed the more it deteriorates. So great bonuses when first taking a region, but every X turns it deteriorates until a place is more trouble than it is worth. This would force Ogres to keep moving around the world abandoning old places and taking up new ones, even if this does force them to walk in circles a bit. Vampire Pirates There is how they want this faction to play (which is setting up pirate coves, searching for buried treasure, and sailing the high seas picking fights with other pirates) and there is how they actually play (which is expand at infinitum because everyone just declares war on you and you have to kill them). The loyalty mechanic means you really need to keep picking fights to keep ahold of your lords and it really feels at odds with anything pirate-like. In most 4x there is the concept of the wide civilization (the one that expands everywhere all over the map), and the tall civilization (which controls a few key locations). in WH3 most races are wide civs, with a few notable examples like wood elves playing a more tall game instead. I think a lot can be learned from this and turn the pirates into a tall civ rather than an expand everywhere wide civ. To do this first thing is limit where they can expand too, make it so the Vampire Pirates can really on feasibly take ports settlement. Any non-port settlement make it only a tier 1 at max settlement (similar to most wood elf locations) or make it so they can't take them at all only raze them. Next make it so that taking anything but major settlements (6+ slot locations) ISN'T more beneficial than having a pirate cove. Next make establishing a pirate cove with a faction you have a trade agreement with a positive action rather than a negative one. Finally introduce a new mechanic (that maybe could be used by different factions in the future) called a Patron mechanic. This would work like a reverse vassalage. You sign another faction (that isn't a Pirate one) as a Patron, they control who you are at war with. In exchange they can assign bounties on certain locations. Such as: "Capture this Settlement", "Raid this Territory", "Sack this Settlement". When you do these things they give you big bonuses in terms of gold and items (maybe even special units). And when Capturing a Settlement they asked for you do it for them. So the option will be "Capture Settlement for Patron" and when you click that it gives the settlement straight to your patron. After 10 turns with a Patron you can pay them some money to terminate the agreement with no hard feelings. Now with this I do think they will need some sort of new hero that when added to an army allows that army to go into another factions territory without incurring a Trespassing penalty (similar to the Felix passive or how Karl Franz works now). Likewise rework the loyalty system with a bribe mechanic. You can pay your lords a bit of gold and loose a bit of Infamy to keep them loyal, or if they are stationed in a given settlement a special building that reduces gold from the region, but gives them loyalty (essentially they are getting a cut of the gold in the area for staying loyal). Generally make it less punishing for them to just stand around if you catch yourself with some breathing room. If a Vampire Pirate Lord goes rogue do not put your faction automatically at war with them, just make them a wandering red army that behaves like any other red army (only maybe with a disposition for sailing rather than on land). If you end up defeating a rogue Vampire Pirate army give an event where you can spare them (at the cost of Infamy and Gold) and welcome them back into your faction... or Execute them to gain Infamy. How much this costs versus how much you gain should scale with the level the of the Vampire Pirate Captain that went rogue. I think this and some tech tree reworks to give them bonuses to diplomacy and you can change the faction on its head and make it feel really unique to play. Turning Tilea/Estallia into a potential ally for Sartosa (Rather than just wiping them out), allowing the Awakened to possibly play both sides of the war between the Lizardmen and the Humans, allowing the Drowned to play for or against the Dark Elves. Bretonnia I think over all Bretonnia needs a wider variety of unit and more specialty units. Also the Oaths... just make them easier to track. I often forget about them, and then have to go through everyone trying to figure out who I did or did not set them on. I think for Couronne give them a mechanic similar to Har Ganeth. Leon can set a crusade location somewhere in the world and it spawns an army from your capital that travels to the location and fights a battle when it gets there. You have no control of the army until it reaches its crusade objective. If the army survive battle you get that Lord for your faction, and that Lord will have special/better traits than ones you can normally recruit. However, that army may be on the other side of world. For Carcassonne I agree with the 'Build a Spellcaster' idea, but also perhaps give her access to some wood elf units and heroes (like the Glade Captains). Also perhaps some sort of access to teleports, just to make it easier to get around. Repanse is my personal favorite to play as is. I think a little tweak here and there to make her easier to play, but not much. Maybe some special units for her crusade against the Tomb Kings. For Bordeleaux Errant... I don't know. I feel he is out of place over in that area of the world entirely. Maybe move his start location first. Perhaps to the far north the fight demons. Norsca I have never played Norsca. I don't own either faction. They just didn't seem that interesting. I hope they come out with some new factions for them, but I don't know what to change because I never played them. They do seem weak though. Now as far the Vampire Counts go... I would like to see them more about infiltration and vassalization. Allow them to set up cults inside various cities and turn the Blood Kisses to a special growth mechanic for those cults. When the cults grow large enough in a faction you can leverage them to gain the faction as a vassal or if you have few cults in that empire leverage them to steal a settlement from that faction. Neferata and the Lahmians should specialize in this mechanic (along with stronger Vampire Heroes). Take the different Bloodlines Lords and create a different way of earning them such as tech or maybe a special building in a specific settlements. If that building is destroyed or otherwise lost that Lord can't return again if defeated until it is rebuilt. I would like to see new factions for each of the bloodlines, but I don't think the Vampire Counts are in as much of a need of an overhaul as the Vampire Coast Pirates.
@junkyardemperor7030
@junkyardemperor7030 Ай бұрын
One idea I have for Norsca is to expand their identity into a "Tribes/Hordes of Chaos" faction that also encompasses the Hung and the Kurgans. Have them use a similar tech tree early one, with marauders (preferable with unique skins for each subfaction) and then at higher tiers they diverge into more unique playstyles. Norscans having elite infantry with beserkers and champions, Hung with elite horse archers and so forth. And to use the full rooster you defeat the legendary characters of the other subfactions
@DoctorNaterson
@DoctorNaterson Ай бұрын
Your comment about Vlad getting an elector count mechanic is interesting. Perhaps they could modify what Kislev factions of Katarin and Kostaltyn have with the devotion race system to be between Karl and Vlad competing on imperial authority. Who is the true emperor?
@HerrHoppenstedt
@HerrHoppenstedt 21 күн бұрын
There was (is?) a mechanic for WH2, the midnight aristocracy. Though it was actually only the "ministry" part. But that could be fleshwd out for sure.
@matthewfasciglione2923
@matthewfasciglione2923 Ай бұрын
Vampire coast needs a little something too. Just for some more flavor
@BrokenShale
@BrokenShale Ай бұрын
Here to see if vampire counts is mentioned
@norad1
@norad1 Ай бұрын
Agree Wulfric needs hoard mechanic with addition of target elimination. Lizards geomantic web should be in a separate building slot like we just got with gardens of morr, and could build up different bonuses that way, and only apply to temple cities.
@NyJoanzy
@NyJoanzy 29 күн бұрын
One change for Norsca I'd like, if the raise settlement mechanic had more immediate bonuses, like still getting some of the money sacking would give +plus a God specific bonus to the Army that did it.
@davevd9944
@davevd9944 12 күн бұрын
One advantage Lizardmen have the lost expeditions mods so that helps them greatly A MUST for every lizardman player. And Vampire counts have a few mods that make it more fun and interesting. Like Necromancy mod which allows you to raise the dead of enemies you kill so you get undead versions of many units in the game including many monsters. or Vlad Carstein elector count mod which allows him to become emperor, recruit empire units, become friendly with empire and dwarves if you want to..And even recruit Harkon and Nautilus give you a massive roster and many unique army comps. All optional if you wish it or not.
@confusedravioli2556
@confusedravioli2556 Ай бұрын
I've just noticed that Wulfrik is in Cathay in the Immortal Empires launch trailer, the same one that teased Gelt being best bros with Zhao Ming. I think it would make sense to put him there, he would fit in well in the bottom right, especially if the next update is Cathay and Ogres alongside the rumoured map expansion. He would also get to challenge Nakai for the title of the true wanderer.
@Federalvampire127
@Federalvampire127 Ай бұрын
Wulfrik is my most played, and I feel the area down there in Cathay is vacant and would probably fit in the spirit of Wulfriks wandering it also has the open space to do so. However, I find the most engaging part of his campaign is the very start where I hunt down all the other Norscans in the area (especially Throgg) and confederate them to get as strong a start as possible. After that, you really are in a position to go anywhere and work your tech tree accordingly. Southern Cathay would take most of that from Wulfrik while leaving Throgg with that ability which i find would skew the strength of those campaigns considerably.
@CommanderBohn
@CommanderBohn Ай бұрын
Ogres: Mobile camps, contracts always have three rewards (money, item [either two green ones or one blue], and one temporary global bonus]) as well as making your armies at war with a contract target (after the contract is done or expires, then you go back to being neutral with that faction without any ill repercussions), expanded research tree...and as said in the video, proper capitals (because how the hell do you build a Tier IV counter-Skaven building if your settlements can only go up to Tier III?). Brets: Rework to their Chivalry mechanic to make it more impactful and make you want to play more chivalrously, a Crusade mechanic that works like in the old Medieval games (especially the 1st Medieval: Total War, where you simply keep adding units over and over...until any fight against the Crusade is literally one big survival battle for everyone else as you face a 200 regiment worth doomstack), turn Aldberick into Vampire Coast: Bretonnian Edition (including having him set up not!Coves, but these would produce a percentage of money based on the income of the port settlement and instead buff up that region further for alliance reasons), Repanse should have her Water mechanic buffed and renamed as Sanctuary that activates only in inhospitable places (like deserts where she starts, frozen and Chaos Wastes) + make her buffs include Chaos factions for thematic reasons, Green Knight is reworked into a proper LH (as well as gives out massive buffs to all units in a lord's army along being a lethal duelist + a teleportation mechanic where you can summon him to an army or garrison during defensive battles even if he's on the other side of the Warhammer world). Lizzies: Apart of a reworked tech-tree, massive changes to the geomantic web. Allow them to go full crazy here with the web as they manipulate it to case stuff from jungle plagues, spawning dinosaurs into armies (ala how Vilitch loves to "gift" Tzeentch Spawns to people), outright deleting a non-LL army or a whole city and so much more as long as you have at least one Slaan (Mazdamundi and Kroak would both count and both would have much more options to Hexoatl and the Gor-Rok led Itza). Nakai on the other hand isn't changed that much, but his Defenders of The Great Plan vassal however is turned into a regular faction and can build all unique buildings available to Lizardmen (as well allowing Nakai to share the bonuses with him). Vampire Counts: 1st thing. Replace the generic Vampire Lord and Strigoi Ghoul King with the Bloodline von Carstein and Strigoi Ghoul King lords and add in the other three types. All of them are recruitable but in the Kislev Ice Court style where you pay for it in Blood Kisses (thus making people to use Necromancers and Necromancer Lords more often). The Bloodlines mechanic is expanded into various segments per tier that end up with passive bonuses or a weaker passive bonus + map ability/forging of an item or gaining an ancillary/RoR unlock/etc. The Bloodlines get the Monogod + Daemons of Chaos Undivided treatment as each plays differently (or at least with overwhelming emphasis on a specific Bloodline) and only Mannfred gains everything but without most of the special stuff or unique elements the other Bloodlines have. Also all VC factions get the ability to turn Necromancer Lords into Litches. Norsca: Just give them Daniel's dedication mechanic with a ton of various things to each Chaos God. Also add the option to go Undivided or screw Chaos in general...but not without a price. Also give Norscans walls. Bonus race: The Vampire Coast could need a roster expansion and their mechanics further polished and expanded. Especially with making Infamy far less useless.
@Heretbg
@Heretbg 28 күн бұрын
I dream of the day I can take my boy Wulfrik and actually wander, pillage and raid, instead of babysitting Norsca for 50 turns, getting bored and leaving
@atlantiswolf
@atlantiswolf Ай бұрын
Honestly, I wouldn't mind one of the Vampire Factions, maybe Vlad, maybe someone else, acting as a sort of Undivided faction for the Counts, much like Archaon does for Chaos, and has access to everything, and then having different factions separated off like Lamia, Strigoi, etc.
@yfsdf
@yfsdf Ай бұрын
Give Leonceur a Royal Court/Round Table in the form of Offices, with the unique feature of the bonuses becoming more powerful,, with more faction-wide buffs, the more oaths the holder has completed.
@monsterdragondeluxe
@monsterdragondeluxe Күн бұрын
his name is 'the wanderer' :P He should have a 'wandering' stance!
@ethanwdali
@ethanwdali Ай бұрын
not sure if i want to have more human units as vlad, but 100% agree with getting access to the elector counts mechanic, especially for an "order" run.
@shadeblackwolf1508
@shadeblackwolf1508 Ай бұрын
Geomantic web needs a rework... I'm thinking they could add a deck of objectives, representing the Great Plan. These could range from eradicating a LL or race, to capturing a location or region. Then at the start of each campaign, draw 6 randomly and give each a bonus to the geomantic web. For example: geomantic web grants +1 happiness per level in all settlements connected to this location, or Chaos wasteland habitability merely unpleasant. There is a 7th which is guaranteed to be "eradicate the skaven" and grants something special. all 7 are required for the Domination, and 5 are required for the long, or something like that.
@sonofangron2969
@sonofangron2969 29 күн бұрын
In a future Norsca DLC, I’d move Wulfrik to preferably Skeggi, a Norscan settlement off the coast of Lustria, or have him be either near Ulthuan or the southern Darklands, as he journeyed their in his novels…
@Scrungelz
@Scrungelz Ай бұрын
When will they show some love to the Vampire Coast? My favorite faction thematically but it's so badly in need of a rework it's hard to justify playing them
@Wafelkowiec
@Wafelkowiec Ай бұрын
Yeah. They were introduced as gunpowder/monster faction, but now there is simply no reason to play them. Every other race using gunpowder got bags of new fun stuff. I think they have the same problem as Tomb Kings: they are in the middle of the pack. They are too good to land on a lists such as this, but with each new race being reworked they are slowly being left behind in that "still works" limbo.
@orribirgisson421
@orribirgisson421 Ай бұрын
Honestly think people forget they even exist until someone mentions them. I think one of the biggest problems with them especially now with the chorfs and the dwarf/empire gun update they are out prefomed on every level of their own specializations. Deckhands? in a vacuum just slightly better zombies, but can get alot less boosted and upgraded. with the polearm variant being a worse skeleton spearman. Syreens? ok against physical damage but tends to melt against almost anything by mid game. Depth guards? one of if not the worst "elite" infantry in the game, good against any infantry that's a tier or two lower then them or can't fight back in melee. polearm variant is pretty good for guarding artillary from flankers tho. Gunnery mob hybrid melee/gunpowder? outperformed by every single other unit in the category. Handgunners? might do better vs very large monsters then the standard empire handgunners by virtue larger unit size=more bullets per volley, but they have low accuracy against anything smaller then the broad side of a barn. Handcannons/shotguns? might out gun the cathay iron hail gunners if they shot first, again the numbers advantage but all other shotgun units can just out tank them and grind them down. Bomb throwers? might outperform miner blasting charges if they get all the bombs out, and thats a big if. nevermind every other bomb throwing unit outranges and outclasses them in every way. Deck gunners? outranged by every other sniper in the game, and has the slowest relaod of them all. Mortars? about on par with the empire ones but slightly worse damage and reload and cannot be boosted as much. Carronades? refer back to the mortar points. Queen Bess? unique unit that preforms only slightly better then a standard dreadquake mortar. would be good but you only get the one. deck droppers? non of them have the numbers or the ammo to be useful. animated hulks? just worse ogre bulls. Mournguls? actually pretty decent for taking out back lines and then be the hammer for some hammer and anvil so like a very slow but stealth cav. Prometheans? ok anchor to break charges if you don't mind replacing them constantly. gun variant is about the same just with a gun and can't be boosted as much. both outpreformed by most monstrous infantry units. Bloated corpses? a huge gamble every time but if you get them to work they can be the difference between victory and defeat. if not they may be an out right detriment. emergency recruit only. Leviathans? big, distracting, expensive, target, slightly more useful then a giant. Terrorgheists? just slightly worse dragons. Necrofex colossus? best unit in the roster but average or below at almost everything it does, below average range for artillery, average health for a single unit monster, average missile damage, below average melee, average armor et cetera. ultimate hybrid unit, can do it all but not the best at anything. So in conclusion the vampire coast now has some of the worst gunpowder infantry in all categories, squishy line holder infantry, mediocre or below monstrous infantry, below average gunpowder artillery, horrible settlements but decent hoard buildings and ok monsters. only thing they really have left to stand out are the lore of the deep which was nerfed into oblivion and the necrofex colossus.
@RawrFatcat
@RawrFatcat Ай бұрын
Idea for the Ogre contracts - just make it like the caravan mechanic. Give 3 options for who you're getting hired by, some stops with events along the way (to get more money, hurt/improve relations with local factions, get more troops, etc) and end it with a big battle where if you win you get money and extra relations with the faction you're supporting. This would make it nice and simple and also make it so you don't have to trespass across half the map with one of your main armies for basically no reward. Maybe make it so a 10 stack of the AI you're helping shows up in the last battle just to make it a little more interesting. For the mercenaries system, maybe it would be cool to add a 5 unit cap per army and just be able to recruit whatever units the local camp can recruit?
@spencerruston406
@spencerruston406 Ай бұрын
My dream is Daniel getting a rework making him an insane one man army with massive faction buffs to compensate for the no tech tree.
@ecargfosreya
@ecargfosreya Ай бұрын
With the lizards, I really wanna see a spawning mechanic. Sort of like what we got with Throt the unclean. You’d So you’d be making multiple batches of different lizard men types trying to get really powerful ones. You could get spawning for the Lords as well.
@theabsoluteworst1720
@theabsoluteworst1720 Ай бұрын
IMO every Lord needs to have their own unique mechanic. A good example would be for Khazrak, just do the opposite of what Franz is trying to do, depopulate the empire. Only have beastmen or ruined settlements in Empire regions. Having Archaeon actually go out across the chaos wastes and norsca grabbing his Legendary items so that he can actually become the Everchosen, instead of some quest battle, (maybe like the Malakai's Adventures) while also uniting the Norscan tribes into something that is horribly unstoppable. Or something that already exists, like bringing back Eye of the Vortex like missions to the Warhammer 2 races or simply giving Chaos Dwarves and WoC their RoC mechanics in Immortal Empires. Just look at Rhox's workshop content. Give Azhag a crown of sorcery mechanic that leads him closer to Nagashizzar, Give Vlad a reason to be chummy with the empire, give Malekith a reason to invade Ulthuan asap. Next time I boot up Warhammer 3 I'll just give my idea for a mechanic/rework for every faction in the replies If I remember or can think of one.
@Wyldcloak
@Wyldcloak Ай бұрын
I'd love to see, if they went withthe whole 'tribes of the north' thing for norsca, if they would include Albion as a non-chaos aligned tribe. Similar to how Drycha is a wood elf who is the enemy of all wood elves. You wouldn't even need to move Bel'akor, just give him the option to subjugate the Albion tribe like any other Norscan.
@4GOT10_1
@4GOT10_1 21 күн бұрын
The title loaded before the thumbnail did, u had me real worried for a bit.
@micahquiton7731
@micahquiton7731 Ай бұрын
Nice video. Well put together and incredible audio, honesty. As a personal taste, I'd ask for a B-Reel. Then again, I am a niche part of the audience. Casual player and just looking for some late night entertainment, lol. Keep up the good work, man!
@captainblackmane7413
@captainblackmane7413 Ай бұрын
Agree that lizardmen are one of the coolest races, especially for single-entity units. Their tech tree is absolutely horrible to play around, though. I often find that if I want to play with lizardmen units, I'm better off playing Nakai or Rakarth so I can ignore their typical failings. Rakarth gets the cool single-entity monsters with raiding/plundering/hunts, and Nakai gets an improved tech tree and can force the spawning units by spending special currency. Essentially the best way to play lizardmen is to ignore the lizardmen faction.
@nickg8100
@nickg8100 4 күн бұрын
The Lizardmen got a lot of DLCs, yes. But they were always the step children of each DLCs. They never got to headline it. But the definitely need a geoweb update. And then the lords all need to feel unique and the tech tree does suck. Big fun things needed: Geoweb to be fun and powerful and impactful. Then the blessed spawn need a huge update
@00Ste00
@00Ste00 Ай бұрын
I actually liked your Tribes of the North rework for Norsca you proposed sometime ago, instead of just adding one new LL
@laidbackkodiak
@laidbackkodiak 21 күн бұрын
One i feel gets over looked for a rework would be the vampire coast. For ogres movong camp could be done by say, a turn to pack up camp then move then a turn to set up.
@ZergrushEddie
@ZergrushEddie Ай бұрын
Norsca should lean into the raiding aspect. Let players put units in a queue and after X turns the units appear at a settlement and attack. They can’t take territory but raiding fuels the murder based economy. More units in the queue makes it take longer so raiders are better off being small, elite troops.
@NagashLordOfDeath
@NagashLordOfDeath Ай бұрын
I think with most its fleshing out mechanics thats needing done. Most lords should feel drastically different to play from the same race but still have a (updated to be interesting and new) race mechanics. Mazdamundi should be THE spellcaster. He shoukd be terrifying with his spells, give him cataclysm spells, more variety of them. Fix the geomantic web so its more impactful. Give incentive to go take that major settlement over there to strengthen the web, be able to distribute web strength (like the winds mechanic for tzeentch). Have events pop up(like the wood elf trees) where daemons are trying to disrupt the web. Once there is enough strength in the web you can teleport armies like in lore.
@lapsedpacifistrou5354
@lapsedpacifistrou5354 Ай бұрын
I always thought wulfrik should have a similar mechanic to oxyotle like hes a horse that gets teleported to a location on the map and has to defeat a legendary lord before he gets teleported again
@toddsolid9291
@toddsolid9291 Ай бұрын
Totally agree great ideas here I would just like all the tech trees to be the same like empire or dwarfs so you specify where you want to research economy, military, magic example of old bad tree Cathay lacks versatility
@Grictalio
@Grictalio Ай бұрын
What Norsca needs is a Beastmen lite mechanic. They were super rad when they could only inhabit coastal settlements and faction capitals. It was fun planning raids from major strongpoints - HOWEVER, the problem lay with their inability to hold inland settlements. They should have a mechanic like the Bloodgrounds, but maybe tied directly to the raiding mechanic, denoting uninhabitability of regions after they’ve been sacked enough. Also they should just, straight up, get Lord Mortkin as an LL- that would build in a needed niche of working to unite tribes or make nice with big Chaos factions.
@duckheadbob
@duckheadbob Ай бұрын
Just want to say thanks for being one of the only content creators that constructively (that word is important) drives forward the conversation of what we want to see for this game. I feel alot of the other CCs are more reaction based and dont really create videos that we the fans of the game can center around to show CA what we want from the game. So thanks for including us in the discussion of where this game should go
@zombieguru879
@zombieguru879 Ай бұрын
I would love to see some content for Tomb Kings. Doesn't have to be a faction rework, but I always thought Arkhan could use some love. There is a great mod out there that reworks him, but I always like it when it is in the base game.
@GoBills-ux8mz
@GoBills-ux8mz 20 күн бұрын
Norsca is easily my favorite faction….you can literally pickup and change the landscape (or the tide of war) anywhere you go…the hunts are so cool (when they work) but some of the pre requisites are just dumb (raid this settlement surrounded by a faction youre at war with (o and you cant cancel that hunt either)…i just feel like they could be amazing if they just expand the roster and make hunts more flexible
@misticmaze
@misticmaze Ай бұрын
I like Norska because I like dogs and werewolves. The Fimir are really cool tbh. I like monster units. It's just that simple. That why I like ogres, they are an entire faction of just monstrous Infantry. That And I like Norsca as a concept like you mentioned in the video! If Wolfrick gets a hoard mechanic like the Slayer dwarf I would buy that up in a heart beat. It would be my favorite dlc.
@Darthmechas
@Darthmechas 16 күн бұрын
I think all the undead faction (counts, coast, and tomb kings) need more updates. I’d love to see a rework of Norsca and honestly expect it a lot considering the focus on Chaos in this game. I hope as the game continues to update we see a toy box with a lot of individual mechanics but my dream that I’m not holding my breath for is seeing Nagash
@ShadowWolfRising
@ShadowWolfRising Ай бұрын
Norsca needs an option to, and this will piss people off, to be Anti-Chaos. Like a Lord who is explicitly not a follower of Chaos. There's even a Norscan who solely follows Ulric, Haargald Ulricsson (He even leads an Ulric Order.), he'd be perfect.
@johnny13x2
@johnny13x2 Ай бұрын
Norsca needs full overhaul, even some new lords (hopefully a Fimir character legendary lord as well) but needs new units, access to better mechanics with the gods with unlocking the god touched marauders and maybe some other creatures too. Britonnia would benefit from proper heavy infantry like Foot-Knights, and a crusade mechanic would be cool as hell to play around with. Ogres need something different. I find them so odd and unnatural to play with. I miss hearing the advisor talk about Ogre Mercenaries showing up and when I saw them being incorporated into their own proper race I was excited to play as a mercenary facton. Only to be very disappointed that there is barely anything to do with mercenary work. Krell needs to be a LH or even a straight up LL if the whole Nagash thing does eventually happen. VC overall isn't my cup of mead, I play Ghorst if I wanna fulfill my necromantic urges but I don't like Vlad's vanilla design and it puts me off from playing his campaign, and Kimmler doesn't have anything really unique for him except for Krell. Lizards need the geomantic web actually do things that benefit anti-chaos and the race as a whole. But mainly I just want to play Nakai and have my vassal actually do things to defend himself. Also Nakai needs confederation access to the other lords as well as they need access to him. He's too strong a unit and too cool of a character to almost never see the light of day past early game. Greenskins could use the rest of the savage roster and Orc Shaman Lords but otherwise they're fine. I want more Khorne. Just more Khorne. I need more Blood.
@langstonmaiden6498
@langstonmaiden6498 Ай бұрын
Norsca still having 2 Lords only is crazyyy. Should have a lord added in game 2 and an additional one by game 3 and be at 4 LLs. Especially since that’s a faction you can beat the leader in combat to auto confed.
@bloodhaze101
@bloodhaze101 Ай бұрын
I think Chaos Ogres would be a good addition to Throggs roster.
@benjamincwiggins
@benjamincwiggins Ай бұрын
This list is perfect, these are exactly the races that need a rework.
@Helmutlozzi
@Helmutlozzi Ай бұрын
Absolutely hate greasus, so getting a proper Ogre tyrant lord will be amazing.
@luckyghost7247
@luckyghost7247 Ай бұрын
My boy Throgg needs more monsters, i think its weird that he is able to use human units
@christopherlane467
@christopherlane467 Ай бұрын
My list goes like this: 5: High Elves. Id like an Empire-esque mechanic to focus and manipulate Influence around, instead of just gaining it and spending it like its been. I'd also like more thematic flavor for lords like Tyrion, Alarielle, etc, in the flavor of what they did for Eltharion and Imrik. 4. Lizardmen. Essentially the same gripes as HEs, I'd like an update focused around the geomantic web and more thematic flavor for some of the characters like Gor-Rok and Mazdamundi. For Nakai... I think he and his lords just need to become semi-hordes. Get rid of the vassal system, it doesn't really fit with the game in the same sense of the WOC with Norscan factions. He could still have depreciated settlements that use the vassal buildings, but use those to give buffs/garrisons in the region instead of a useless vassal faction. 3. Ogre Kingdoms. The Camps either need to be able to move between regions, or should be replaced by each lord gaining a semi-horde mechanic. I actually don't think we need much of a buff to settlements beyond maybe capitals getting 6-8 slots, since the focuses would be on the lords than the settlements, but they'd be there more for income purposes than recruitment purposes. The roster desperately needs expanding, and you could easily do variants based on the maneaters to give you various faction-themed Ogre units. And, in reverse, each faction could be able to recruit their own Ogre maneater units. 2. Vampire Coast. They need several updates, to better flesh out the faction as a whole as well as modernize the mechanics more. It feels like each lord plays very differently to one another, so honestly the roster should reflect that; it needs to be huge and varied. Aranessa balances between undead Sea Monsters and living auxiliary units, Harkon is the Vanilla VC experience, Noctilus is The Necrofex Doom Stacker, and Cylostra is focused on spectral units. I think we need to widen the variety of the roster to allow each lord to more comfortably play in their lane, as it would allow them to each have a truly unique experience. It would also allow further lords a way in more comfortably. Pirate coves need to have a Changeling makeover. Just because you sacked or destroyed a settlement, doesn't mean the hidden cove in the area got scourged. That is just bad mechanic design, and even though it got updated for under-cities and cults, coves didn't get that update. They should. A mechanic to recruit other Pirate lords via infamy would be nice, maybe akin to the grudge confederation system (but not the entire grudge system, mind!) Lastly, I think each Vamp Coast lord, generic and Legendary, need to 1. be able to attack from water, and 2. have the semi-horde mechanics. It would allow them to stay in their element (water) and still be able to do their thing without the hassle of landing, using global recruitment, and then running. They'd become a proper sea raiding faction, as they should be. 1. Norsca (surprise.). Where to start... I'm not one of those who thinks that Norsca needs to be added to the Tribes of the North, actually. I think the Tribes of the North (Or Mortals of Chaos, if you will) would be better suited for the Hung, Kurgan, Tong, etc, or the true nomadic tribes that come from up there, since they all fight more with mounted combat than Norsca. Not to say that they don't have infantry at all, just i don't imagine they specialize near as much with infantry as Norsca does. Norsca has it's own identity, for all the fact that it's people mix into the wider Chaos factions, but that is more covered by Warriors of Chaos imo. I believe that the Norscans should have a couple of factions that focus on good relations with Order factions, or at least are ambivalous to them; they have been mentioned in lore trading with Nordland and Marienburg, as well as allying with the Norse Dwarfs, so it does not make sense that all Norscan factions are fully Chaos oriented. I think they need to greatly expand their roster as well; Berserkers with Great Weapons, Huscarls, Shieldmaidens, Marauder Archers/Hunters (they do use bows in lore!), more Fimir variants (if we never get them by themselves), more Troll variants. There's a lot of room to grow from what we have now if you look back into the lore. Legendary lords... Wulfrik needs to start in Skeggi. It's stupid that the guy who is supposed to wander the world challenging champions is right there ruling from home. Give him a semi-horde mechanic (only him though) and give him a quest system a la Oxyotl to teleport over and defeat certain lords or characters that the gods demand of him. Maybe that's how he gains favor, defeating the gods' targets instead of razing cities. As far as the lords that still need to be introduced... Sayl the Faithless, Surtha Ek, so many choices. Maybe they can take inspiration from that popular norsca mod? Regardless, I'd like at least a faction that can play nice with the order factions, since the southern tribes do play nice... Sometimes.
@Waristheonlyanswer
@Waristheonlyanswer 19 күн бұрын
Vampire coast needs even more love than vampire counts, also good as the empire update is, you still cannot play the other elector counts without mixu's mods and even with them the lords can''t match Karl and other LL.
@Commander1991NOR
@Commander1991NOR Ай бұрын
You forgot High elves, they also have too much of the same issue as lizard men where there are too many buildings linked or required for recruiting units. In addition to that tier 3 unit such as phoenix guard requires a Tier V building -_-
@michaeledblom9164
@michaeledblom9164 Ай бұрын
some other factions I think could use some work would be the daemons of chaos and vampire coast. Coast I feel is mostly fine but it would be nice to have a hero unit that could plant a pirate haven in a city without having to declare war on a faction and smash one of their port towns. Like the skaven and their ability to use an engineer to put an under city... well under cities. as for daemons of chaos... honestly another lord or two would probably go a long way and Danny boy himself could probably get a bit of a touch up.
@freedomfighter22222
@freedomfighter22222 Ай бұрын
The problem with Lizardmen dlc is that the race never got anything from them, everything new was just added to the 1 new faction. Lizardmen as a race is just the same as they were at launch, which is not much. Imagine making that many dlc and never adding a single new blessed unit.
@MrEddieLomax
@MrEddieLomax Ай бұрын
To me the problem is more that most of the units added are 'cool' dinos, but the standard units offer very little choice.
@R3GARnator
@R3GARnator Ай бұрын
Lizardmen are incredible fun in battles with their wide variety of units and army builds. It's the campaign that's downright stale.
@MrEddieLomax
@MrEddieLomax Ай бұрын
@@R3GARnator I'd like more variety, but I'd say the campaigns are decent the problem is we have played them so much. Where things do get stale is how I find myself sending the same infantry at turn 100 as at turn 10, some way of upgrading would be cool, and its positively bizarre how skinks go to war with a blowpipe, javelin, or club only.... Same for Sauras, spear or mace with or without shield or mount.
@booradley6832
@booradley6832 11 күн бұрын
Vampire counts got the first DLC that was basically a proof of concept that has nothing on any of the new ones, and zero since. They are easily the most underserved faction in the game imo. Unfortunately at base they're just so powerful that they've slipped through the cracks. The bloodlines mechanic was excellent FLC though. And yeah it doesnt make a lot of sense that Vlad doesnt have his loyal human legions(unless i'm mistaken about the lore and/or its been changed in newer versions, isnt he incredibly popular with his citizens for keeping crime non existent and having a government lacking in corruption more or less, ironic as that is?) Or that Mannfred doesnt have a "Ruin everything for everyone, especially myself" mechanic. Ghorst has always been pretty cool I wish he got a mechanic to make his corpse carts more viable, like a tech that lets them be pulled by undead donkeys so they're still pretty slow but not agonizingly so. 35 speed is slow enough, my dude. Kemmler is already perfect because he has Big Daddy K. And yes, he makes Kemmler call him that too.
@KjetilVago
@KjetilVago Ай бұрын
2:46 "But what about second breakfast"
@homelesspirate8404
@homelesspirate8404 Ай бұрын
Honorable mention Vamp Coast? they really need their campaign moved into IE and given more to do, and the roster really needs some love. They were built for the vortex map, now that it is gone, they need adjustments.
@LordKalte
@LordKalte Ай бұрын
They could even reduce the range of Ogre Camps if we were allowed to pack and move them, taking a couple of turn to pack and unpack to ensure it isn't OP
@karolkwiecjasz9356
@karolkwiecjasz9356 Ай бұрын
Overall I think the list should include Deamons of Chaos because Daniel needs a rework alongside Belacor getting moved here and maybe a new undivded lord on top of that.
@grimmjhanbrenanchas2450
@grimmjhanbrenanchas2450 24 күн бұрын
My List for Reworks. At first.. 1.Norsca 2.Bretonia (Vampirecounts & Greenskin maybe) Then.. 1.Tombkings 2.Lizardman 3.Vampirecoast 4.Elfs (Dark-/High-/Wood-) (Skaven maybe)
@WilliStriker
@WilliStriker Ай бұрын
Thing i want most ist a Hybrid Bretonnia VC faction with the red duke! and Border Princes )
@Damx3
@Damx3 Ай бұрын
Honestly, rather than a norsca rework i'd like to see kurgan, tong and hun. A "northmen" dlc so to speak.
@broman3364
@broman3364 Ай бұрын
If they do a rework for Lizardman I do hope that if they bring a new hero or lord they could focus on the Eternal Warden units and the like. Maybe bring Chakax to bring in to have that final lizardmen lord and bring Tetto'eko in to complete the roster.
@mr..pleasant9298
@mr..pleasant9298 Ай бұрын
Shout out to my Chaos Daemons Demon Prince. Campaign is nearly impossible and he doesn’t get a research tree
@kennethpedersen47
@kennethpedersen47 Ай бұрын
I would actually love for norsca to get reworked into a broader marauders race, where you have norsca as the viking-like seafaring raiders, and a more horsemen of the steppes/mongol horde style for hung and kurgan tribes. Both would feel a very close pull towards chaos, but not just be a straight up chaos faction. As in there should be the option to resist, at least for a time. I would also like to see a more "normal" pirate faction that wasn't quite as vampiric.
@storytsunami
@storytsunami Ай бұрын
Glad Vampire Counts are mentioned here. Though I feel like giving them a WoC treatment of making each blood line their own legendary lord might be too much of an ask if you take into consideration all the other factions that still need a revisit. Don't get me wrong, I'd love to see it, but that might be a bridge too far. I dunno...
@magma1lord
@magma1lord Ай бұрын
With the warhammer 3 settlements. Skaven Vermintide needs to spawn within the city.
@BalbazaktheGreat
@BalbazaktheGreat Ай бұрын
Norsca was easily my favorite WH1 race, they absolutely deserve to be treated like a full faction and I'm pissed that they haven't been, left in broken state since the start of WH2. You know what my favorite WH2 race was? Vampire Coast, another race that has basically been left derelict since the end of WH2. Content creators don't even mention it when it comes to updates or dlc, it's like it doesn't exist. Sure, these races were never had much presence in table top, but the factions created for Total War Warhammer have been fantastic - just look at Kislev and Cathay. Worst part is, there is a huge opportunity here to do great things. Imagine an expansion that includes the Jade Blooded Vampires as a subfaction of the the Vampire Coast, Yin Yin the Sea Dragon, and the High Elven Sea Helms with a nautical theme that adds all sorts of islands and undiscovered territories to the Immortal Empires maps.
@adamf8788
@adamf8788 Ай бұрын
Train system in the U.K is abysmal, I think that is the nicest thing anyone has ever said about it. 🙂
@parttimehero8640
@parttimehero8640 Ай бұрын
I really hope that CA as trays to reuse mechanics more often. There are so many good mechanics that would elevate certain faction or LL.
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