Chargeable abilities rebalance

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7 days ago
May 9, 2025, 1:45:41 PM

I wanted to bring attention to the topic of chargeable abilities and their balancing issues. In my opinion, most of them have thresholds that are way too high, effectively making them impractical and basically nonexistent in gameplay. Sure, this issue isn’t exclusive to chargeable abilities, but I’ve decided to focus on them since there’s a limited number of them, and honestly, I find them fun. I’d love to discuss abilities in general, but that would take a lot more time and effort.


Now, an example of a well-balanced chargeable ability:

  • Bloodgreed – This ability charges fully at 200 kills, which isn’t unreasonable for a unit as lethal as Minotaurs. It provides a strong buff and enhances tactical options.


And now, an example of a terribly balanced ability:

  • Cauldron of the Great Maw – This ability also charges fully at 200 kills, but hitting that threshold is nearly impossible since Skrag has no way of charging it through melee. Some might argue, “Well, he has magic,” and yeah, he does—but the only spell capable of killing infantry (and not just any infantry, but only the weakest ones, like goblins) is one of the worst spells in the game: The Maw. It’s basically Blight Boil with an extra chromosome (and Blight Boil itself is pretty awful). As it stands, this ability might as well not exist in multiplayer.


So, I made a mod that lowers the thresholds and adjusts a few things to make these abilities much more practical, hopefully making them viable in competitive play. Even with some significant buffs in a few cases, they’ll likely remain niche choices—but at least now they can be brought to the battle for other reasons than an accidental click.


Here are all the changes I made (which I’d love to see in the base game someday):


  • Blade of Shadow (Be'lakor): Max amount 240 → 150
  • Blazing Body (Great Taurus, Bale Taurus, K'daai Fireborn, K'daai Destroyer): Max amount 240 → 200
  • Blood Shard (Ulrika Magdova): Intensity source Kills made → All nearby deaths; Range 0 → 35
  • Cauldron of the Great Maw (Skrag the Slaughterer): Kills made → All nearby deaths; Max amount 200 → 150
  • Daemonspite Crucible (Drazhoath the Ashen): Cost 200 → 100
  • Destroyer of Khorne (Arbaal): Max amount 150 → 100
  • Domineering Aura (Azazel): Max amount 5 → 4; Range 35m → 100m (not to be confused with Effect Range)
  • Feasting on Fear (Exalted Keeper of Secrets, The Marquis of Masochism): Max amount 5 → 4
  • Giver of Abundant Glory (Chaos Warshrine of Nurgle): Max amount 300 → 200
  • Giver of Arcane Glory (Chaos Warshrine of Tzeentch): Max amount 300 → 200
  • Giver of Furious Glory (Chaos Warshrine of Khorne): Max amount 300 → 200; Max Base Weapon Damage +15% → +25%; Max Armour-Piercing Weapon Damage +15% → +25%
  • Giver of Glory (Chaos Warshrine): Max amount 300 → 200
  • Giver of Torturous Glory (Chaos Warshrine of Slaanesh): Max amount 300 → 200
  • Lord of Torment (Be'lakor): Max amount 4 → 3; Cost 200 → 100
  • Mechanical Overdrive (Astragoth Ironhand): Cost 150 → 100
  • Paragon of Carnage (Daemon Prince of Khorne, Chaos Lord of Khorne): Max amount 200 → 100
  • Scarlet Armour (Valkia): Default value 50 → 0
  • Slaughter & Carnage (Skarbrand): Max amount 300 → 150
  • Slayer of Legend (Garagrim Ironfist): Max amount 300 → 50
  • Soulscent (Exalted Daemonettes of Slaanesh, Heartseekers of Slaanesh, Hellflayers): Max amount 5 → 4
  • Talon of the Skull Throne (Karanak): Max amount 5 → 4; Cost 150 → 100
  • The Blood Tally (Skarr Bloodwrath): Max amount 150 → 50
  • Thirst for Challenge (Arbaal): Max amount 400 → 200
  • Wards of Grimnir (Doomseekers, Daemon Slayer, Garagrim Ironfist): Max amount 300 → 200


I'm happy to discuss if you disagree with any of the changes I'm suggesting. CA, this is something ready to go—you could just implement it, fix a ton of multiplayer abilities, and breathe new life into a lot of existing mechanics. Honestly, there's so much in the game that could be improved this way.


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