>game says there are over 100 spells in the game
>more like 10 and hundreds of reskins
every single school of magic feels the same. Most spells aren't even useful or get overshadowed by the stronger ones. Also they mostly take form of trash killer while single entities are mostly safe from magic.
They should add more fun and diverse spells. Why there's no spell that makes your unit invisible? teleportation? making units enraged? mind control? In tabletop Curse of Years has a chance to wipe out any enemy unit. In video game it's just a debuff.
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Time to move on to Age of Wonders or Dominions.
Magic is gay, physical combat is what matters.
>CA attempts to make magic interesting with the lores of yin and yang
>cripples every interesting spell with lame conditions so people just spam the AoE attacks anyways
I think British people just hate fun anon
Magic is the worst part of the game, especially because it's so common. Get rid of non-legendary casters and suddenly the spells are more unique, just because they are in fact unique.
Histoids win again
name three good spells in historical TWs
>Fire Arrows
>Shield Wall
>Testudo Formation
Does Total Warhammer have anything like those? I didn't think so.
>not second wind
ngmi
Yari Wall > Everything else
Magic gets nerfed hard everytime a spell is to "good", MP trannies ruined it during Warhammer 2. They are insufferable about magic since CA agreed to remove permanent summons for MP reasons.
I actually like the Warhammer games, but yeah I have to admit they fricked up the magic system by trying too hard to make it "balanced". Every spell is basically just buff friendly stats, debuff enemy stats, or like 4 different flavors of damage spell (missile, circle AoE, line AoE, DoT), with only minor variations in strength and effect (some circle AoEs move, some don't, etc.)
There are some differences that are kind of interesting on a micro level, like how some healing spells can resurrect dead models while others just replenish the HP of living models, but on the whole everything is way too standardized. Nobody cares that technically Pit of Shades and Black Whirlwind technically don't have the same stats, because in gmaeplay both are the exact same type of "cast on a blob of infantry and watch shit die" AoE effect. I get that having more diversity would be hard to balance but frankly I don't give a shit about muh multiplayer balance.
I agree that magic in total war games fricking sucks
No one would want to play against a faction that can just delete your army with with favourable RNG. Vampires are already a obnoxious army that no one wants to play against with the strongest magic lore in the game and you want to make it even more broken. But the real reason the spell are like that is in the tabletop you could dispel any magic cast against you. Mechanics like that can't be translated to a real time game.
>Mechanics like that can't be translated to a real time game.
Make every enemy caster as soon as they start a casting animation have a pop up icon on their unit marker for you that you can click (until they finish casting) in order to attempt a dispel. You get X amount of dispels per caster/anti-magic item in your army, similar to tabletop, done.
So they absolutely could do it if they didn't care for absolute garbage concepts like multiplayer and sucking balance trannies' wieners.
>a gay lizard flies around shooting gay orbs at all my good units
frick you
bump
Magic is actually alright. Its just really hard to figure out what spells will be worth a damn and which ones just look cool and do nothing.
>which ones just look cool and do nothing
Maybe just don't include those in the game?
bump