Won't lie, scrolling through 711 armies hurts the finger a tad, also keep in mind all the reforge changes 90% of the times the blood host armies REVIVE which is why 700 + exist in 95 turns.
A large reason as to why 700+ of them exist after 95 turns I believe is also the fact that each lord that is defeated (by any army) results in a 20% replenishment for all bloodhosts, meaning they're pretty much always going to be at full health irregardless of attrition or losses or the health they start at after reforging.
The reforging is a minor contributor, the big one is the 50% replenishment on beating a lord. That makes blood hosts effectively permanent as they heal faster than they breakdown.
Interesting campaign idea regarding this: You start off as a faction of your choosing and have to retake the world from a demon infestation. Most of the armies you fight will be small with weak units, but as you progress the armies get bigger and with more powerful units the further away they are from your starting position. Most of these armies will not move so they don't dog pile the player, and taking provinces will give your factions buffs, allow yyou to find lost items, or allow another faction to come back to life that can aid you in your fight. At the end of it all you face one of the demon faction leaders(Skarbrand, Nakari, Tamurkhan, ETC), along with a theirs and two other powerful armies as a final boss battle, and if you are defeated they will make a B-line towards your starting city to destroy it, giving you time to rebuild and fight back. If they destroy it you lose, if you destroy them, you win.
I'm actually thinking that this (probably to a smaller degree) was the design intention to changing up Khorne's economy all for their new DLC to showcase a grand exploitation with Skulltaker's improvements. This is selling copies.
@@Dr.AvenVon The people who like to power game and don't care about throwing some money at it to get there. (like the mobile games that move the most money in the gaming industry)
Yeah, I am certain that it's possible to get world domination faster with Arbaal, who can teleport every turn and place down two bloodhosts wherever he teleports, just for those to spread out and cause more hosts to spawn with every battle. But that is an impressive feat with Skulltaker, ngl. Don't think I'd have the patience for that myself with the Taker.
@@darthnihilus6211 Yeah, with the 30% movement replenishment for Skulltaker for every lord on the map that gets defeated, regardless of tho finishes him off, even bloodhosts, you can set up a lot of cheese. More than Arbaal with his teleportation shenanigans.
I'm honestly not surprised, this is par for the course when it comes to CA: release new DLC with totally OP faction/units, wait for people to buy it, nerf everything a few weeks/months later. No refunds.
They nerf to much. Like gyrocpoters for example, isntead of stat change they take fire while moving from them (and put it at the of tech tree) That a fundamental mechanical change to a unit.
I actually don’t mind snowball mechanics… as long as you have to earn them. Slaneshes campaign kind of works like that, but it takes much longer to get your disciple economy going. This one with Korn seems a bit too easy to get going though I do like that is talent tree and mechanic oriented. Hopefully they keep the snowball element to this but make it harder to get going
am i the only one who finds it odd he only has 12k skulls? i concquered only half the world and had more than a million.. i mean with one of skulltakers abilities, you summon them towards and automaticly, and cant help but walk over those piles.
I mean you had to try to do that it's not like you would get that many organically. I usually disband one far from enemies though rather than wait 20 turns to get them in position.
To be honest, CA designed Khorne to be broken in all campaign aspects for a reason. If you check multiplayer you'll see that Khorne is not a top contender It has no access to magic which hurt it so god damn much(No healing for its monsters no mass murdering infantries nor anything) It doesn't have access to range which is just another level of incompetency on the battlefield It doesn't have access to better versions of the melee troops either, for example, the Khorne versions of the chaos forces are not better than the Nurgle ones for example in any term So when you see these obvious flaws in Khorne roster you look at a disaster because if you put Khorne in a similar level of campaign difficulty as for example Nurgle it will not survive because it is incapable of dishing enough damage in melee with its pure melee focused roster to compensate for the lack of range or magic So CA decides to give them outright cheat codes in terms of free armies and rich pockets full of gold and skulls instead of giving Khorne a proper unit balance that enables them to be soundly better than the other mono-god versions at least For example, I want to know why the Rot knights are better than the Skull Crushers of Khorne? Why shouldn't the Khornate Jaggurnauts be able to reap through the other heavy cavalries with ease? Rot knights can easily defeat Skull Crushers even without magic help this is just a proper Bullshit. So, the cure for this disease is to give Khornate troops proper stats and then give them proper campaign mechanics without any cheats. That's how you balance the stuff, CA! By the way, I can not understand why it became a tradition that every recent faction introduced via a DLC should be broken at launch. Why? Even later on some of them still remain broken OP like Chaos Dwarfs and Dwarfs are still broken OP.
Just wait for the post Christmas sale nerfs, when the Nerf-Hammer hits as usual. Did the same thing with Thrones and they shall do it over and over again.
ah yes completely balanced, nerf bretonnia
tyranids
Another perfectly balanced DLC campaign, bravo CA
Won't lie, scrolling through 711 armies hurts the finger a tad, also keep in mind all the reforge changes 90% of the times the blood host armies REVIVE which is why 700 + exist in 95 turns.
A large reason as to why 700+ of them exist after 95 turns I believe is also the fact that each lord that is defeated (by any army) results in a 20% replenishment for all bloodhosts, meaning they're pretty much always going to be at full health irregardless of attrition or losses or the health they start at after reforging.
The reforging is a minor contributor, the big one is the 50% replenishment on beating a lord. That makes blood hosts effectively permanent as they heal faster than they breakdown.
And nobody noticed this prior to release… Out of all those ppl that had early access…
perfectly reasonable, nothing to see here.
The faction's color makes it look like the whole world is now one giant field of corn.
Anger ended world's hunger.
Interesting campaign idea regarding this: You start off as a faction of your choosing and have to retake the world from a demon infestation. Most of the armies you fight will be small with weak units, but as you progress the armies get bigger and with more powerful units the further away they are from your starting position. Most of these armies will not move so they don't dog pile the player, and taking provinces will give your factions buffs, allow yyou to find lost items, or allow another faction to come back to life that can aid you in your fight. At the end of it all you face one of the demon faction leaders(Skarbrand, Nakari, Tamurkhan, ETC), along with a theirs and two other powerful armies as a final boss battle, and if you are defeated they will make a B-line towards your starting city to destroy it, giving you time to rebuild and fight back. If they destroy it you lose, if you destroy them, you win.
I really like this idea.
So long as the fights actually have special mechanics, I’d be in support of the idea.
great idea
Generic kill the demon lord isekai
"BLOOD FOR THE BLOOD GOD! SKULLS FOR THE SKULL THRONE"
"Sir...Everyone is dead. You have all the blood and all the skulls."
I got Domination victory with Skaarbrand in about 10 turns not too long ago, sooo… /shrug
HOW TO KNOW CA DOESN'T TEST ANYTHING WITHOUT THEM OPENLY ADMITTING TO IT.
This and all the monstrous units in the game just kinda not working.
I'm actually thinking that this (probably to a smaller degree) was the design intention to changing up Khorne's economy all for their new DLC to showcase a grand exploitation with Skulltaker's improvements. This is selling copies.
@@ShenSeiken to whom exactly is THIS selling copies?
@@Dr.AvenVon The people who like to power game and don't care about throwing some money at it to get there. (like the mobile games that move the most money in the gaming industry)
Yeah, I am certain that it's possible to get world domination faster with Arbaal, who can teleport every turn and place down two bloodhosts wherever he teleports, just for those to spread out and cause more hosts to spawn with every battle. But that is an impressive feat with Skulltaker, ngl. Don't think I'd have the patience for that myself with the Taker.
Skulltaker gets more demonic reforging chance (faction effect + skull cloak)
@@darthnihilus6211 Yeah, with the 30% movement replenishment for Skulltaker for every lord on the map that gets defeated, regardless of tho finishes him off, even bloodhosts, you can set up a lot of cheese. More than Arbaal with his teleportation shenanigans.
Now I want to try it before they nerf the crap out of it, lol.
I don't, they dont bait me that easy to buy this now.
I'm honestly not surprised, this is par for the course when it comes to CA: release new DLC with totally OP faction/units, wait for people to buy it, nerf everything a few weeks/months later. No refunds.
Wut? Why would they give a refund for fixing their mess?
They nerf to much. Like gyrocpoters for example, isntead of stat change they take fire while moving from them (and put it at the of tech tree) That a fundamental mechanical change to a unit.
I dont get how people do this!? Im on turn 70 and have 13 settlements, lustria is a cluster fuck
You see that's the thing. Lustria.
Teleportation and demonic reforging reviving even blood host armies (who don't normally get replenishment and start taking attrition)
I actually don’t mind snowball mechanics… as long as you have to earn them. Slaneshes campaign kind of works like that, but it takes much longer to get your disciple economy going. This one with Korn seems a bit too easy to get going though I do like that is talent tree and mechanic oriented. Hopefully they keep the snowball element to this but make it harder to get going
We need a bigger map at this point
Yes, because that’s clearly the problem here
@washedupazir2873 it was a joke man.
I do agree though, restore the New World to Warhammer 2 size.
Ind & Kuresh: *cough*
We actually need it. They are running out of space to add new lords.
Do you have John Carmack brain plugged as CPU? I have no idea how it doesn't crashes.
Perfectly balanced, as all things should be.
Merely a few skulls for the skull throne...
How are you getting so much replenishment for blood hosts? The reforge itself isn't the main problem, it's that they replenish immediately.
am i the only one who finds it odd he only has 12k skulls? i concquered only half the world and had more than a million.. i mean with one of skulltakers abilities, you summon them towards and automaticly, and cant help but walk over those piles.
lmao yeah I thought "no upkeep blood hosts" was an interesting decision
No upkeep blood hosts are fine. It's skulltaker mechanic that is completely broken.
711 armies 😄😄😄
I mean you had to try to do that it's not like you would get that many organically. I usually disband one far from enemies though rather than wait 20 turns to get them in position.
Gdamn :/ on what turn does it start to get boring?
1
When you get Chosen at around turn 20 and you realize how mind-numbingly easy the rest of the campaign is going to be
@thepiousskull this is exploiting demonic reforging, so chosen would be in the way.
Does AI also work like this?
CA: here is your beta test dlc-- I mean definitely complete dlc. Ready for hot fixes?
And in ONLY 8 months!
just dont summon the blood host so often problem solved
To be honest, CA designed Khorne to be broken in all campaign aspects for a reason.
If you check multiplayer you'll see that Khorne is not a top contender
It has no access to magic which hurt it so god damn much(No healing for its monsters no mass murdering infantries nor anything)
It doesn't have access to range which is just another level of incompetency on the battlefield
It doesn't have access to better versions of the melee troops either, for example, the Khorne versions of the chaos forces are not better than the Nurgle ones for example in any term
So when you see these obvious flaws in Khorne roster you look at a disaster because if you put Khorne in a similar level of campaign difficulty as for example Nurgle it will not survive because it is incapable of dishing enough damage in melee with its pure melee focused roster to compensate for the lack of range or magic
So CA decides to give them outright cheat codes in terms of free armies and rich pockets full of gold and skulls instead of giving Khorne a proper unit balance that enables them to be soundly better than the other mono-god versions at least
For example, I want to know why the Rot knights are better than the Skull Crushers of Khorne? Why shouldn't the Khornate Jaggurnauts be able to reap through the other heavy cavalries with ease?
Rot knights can easily defeat Skull Crushers even without magic help this is just a proper Bullshit.
So, the cure for this disease is to give Khornate troops proper stats and then give them proper campaign mechanics without any cheats. That's how you balance the stuff, CA!
By the way, I can not understand why it became a tradition that every recent faction introduced via a DLC should be broken at launch. Why?
Even later on some of them still remain broken OP like Chaos Dwarfs and Dwarfs are still broken OP.
Just wait for the post Christmas sale nerfs, when the Nerf-Hammer hits as usual. Did the same thing with Thrones and they shall do it over and over again.
Whis this BS.
Yes please nerf
Map its to small 😂😂😂
BAHAHAHA
It's funny, but it really isn't.
You forgot to activate a research. Noob.
im pretty sure he got all the research done, either way who needs a research when all of the map is occupied
@drofhanglersnfent it was a joke...
I thought it would have been obvious with the "noob"^^