The Hammer of Wei-Jin is far superior to that of peer lords

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7 days ago
Jul 2, 2025, 2:24:07 PM

​​The special skill "Hammer of Wei-Jin" of the Celestial General provides 10 points of melee attack, 60% weapon strength, and a 10% weapon strength bonus to the lord's army. This far exceeds the skill points of lords with similar roles in other factions, such as the Beastmen (which only grants a 10% weapon strength bonus to the lord's army) and the Chaos Warriors (which only provides 5 points of melee attack and 50 fixed armor-piercing damage). 

Was this skill intentionally designed by the development team to be this powerful, or was there a mistake where 60 points of fixed armor-piercing damage was written as a 60% weapon strength bonus?20250701221806_1.jpg20250701221625_1.jpg20250701221430_1.jpg



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7 days ago
Jul 2, 2025, 3:10:58 PM

Cathay is weak in melee anyway. What does this matter? They won't beat chaos warriors in melee with that buff anyway. 


I don't think it's unintentional, considering Cathay characters are not that strong in melee. 

Updated 7 days ago.
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7 days ago
Jul 2, 2025, 3:51:07 PM

His hammer is big tho.


I was playing as Greasus against Cathay both MP skirmish and MP campaign and both times I won easily. I wouldn't even call it powercreep.

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7 days ago
Jul 2, 2025, 4:37:43 PM

KhaineIncarnate#6730 wrote:

I don't think it's unintentional, considering Cathay characters are not that strong in melee. 

Celestial General is arguably one of the best generic melee lord in the game. 

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7 days ago
Jul 2, 2025, 7:47:35 PM

It is a bit weird how insanely strong that trait is... I don't know how good fighters with or without it they are, though, nor do I remember the other traits locked out by that choice, but it seems a bit odd how big an impact just one trait has. If you're lucky as a dark elf, for instance, with a lord focused name of power you might get 20% weapon strength + magical weapon or regeneration or something, but never really anything close to this extent :D

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7 days ago
Jul 2, 2025, 8:31:05 PM

Neodeinos#5871 wrote:

KhaineIncarnate#6730 wrote:

I don't think it's unintentional, considering Cathay characters are not that strong in melee. 

Celestial General is arguably one of the best generic melee lord in the game. 

Every DLC generic lord is the strongest lord in the game in what they do.

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7 days ago
Jul 2, 2025, 8:31:38 PM

Neodeinos#5871 wrote:

KhaineIncarnate#6730 wrote:

I don't think it's unintentional, considering Cathay characters are not that strong in melee. 

Celestial General is arguably one of the best generic melee lord in the game. 

Absolutely not. I can only think of the Saurus Oldblood as a contemporary that I would choose the Celestial General over. He is nothing special in melee and doesn't buff his army in a noticeable way. 


I really think that many of the people that have a lot of criticisms about a given aspect of the game are just looking at numbers. There's very little reason to ever recruit this guy over either of the other lords in the roster. 

Updated 6 days ago.
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7 days ago
Jul 2, 2025, 8:37:15 PM

Funzo#7954 wrote:
I really think that many of the people that have a lot of criticisms about a given aspect of the game are just looking at numbers. There's very little reason to ever recruit this guy over either the other lords in the roster

Unless you actually want your general to hit stuff, which is now a good thing to do with flying monsters Cathay has.

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6 days ago
Jul 3, 2025, 8:51:22 PM

hurricane501#1568 wrote:

Still loses to chorf lords which is weird as stat wise hes way better... 

That's what I keep saying to -- and about -- this community; play the actual game and stop railing about stat distributions and theoretical outcomes. He is not that good. 

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6 days ago
Jul 3, 2025, 9:26:08 PM

The percentage seems big, but due to his lower base weapon strength it does not really make a difference, he still is stays notably weaker than the options of other races.

It should also be noted that the yellow line of the Beastmen has notably stronger base skill of other races, they get 30% instead of 20% for HP and WS, while also having 2 full melee defense skills and an army wide fatigue reduction. So no, this does not need to be changed, especially as you compare a duelist (the only one available in this faction) to the generalist of an other faction.


If you want to see an OP skill, check out "Flesh Sacrifice" on the Sorcerer Prophet, a single skill point for unbreakable+perfect vigour on a flying character with ranged attack, an incredible melee mount and access to unlimited WoM.

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6 days ago
Jul 3, 2025, 10:36:40 PM

CA are not stopping powercrept DLC additions, more powerful LLs are expected either way. Neither are they nerfing things anytime soon.


Best just strap on and wait until they look at the campaign as a whole and consider how it should work. 

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6 days ago
Jul 4, 2025, 12:00:39 AM

buggy_environment#6687 wrote:

The percentage seems big, but due to his lower base weapon strength it does not really make a difference, he still is stays notably weaker than the options of other races.

It should also be noted that the yellow line of the Beastmen has notably stronger base skill of other races, they get 30% instead of 20% for HP and WS, while also having 2 full melee defense skills and an army wide fatigue reduction. So no, this does not need to be changed, especially as you compare a duelist (the only one available in this faction) to the generalist of an other faction.


If you want to see an OP skill, check out "Flesh Sacrifice" on the Sorcerer Prophet, a single skill point for unbreakable+perfect vigour on a flying character with ranged attack, an incredible melee mount and access to unlimited WoM.

Oh no, it's as big as it sounds. It's 60% weapon strength, not 60% base weapon strength. 

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6 days ago
Jul 4, 2025, 3:25:44 AM

buggy_environment#6687 wrote:

The percentage seems big, but due to his lower base weapon strength it does not really make a difference, he still is stays notably weaker than the options of other races.

It should also be noted that the yellow line of the Beastmen has notably stronger base skill of other races, they get 30% instead of 20% for HP and WS, while also having 2 full melee defense skills and an army wide fatigue reduction. So no, this does not need to be changed, especially as you compare a duelist (the only one available in this faction) to the generalist of an other faction.


If you want to see an OP skill, check out "Flesh Sacrifice" on the Sorcerer Prophet, a single skill point for unbreakable+perfect vigour on a flying character with ranged attack, an incredible melee mount and access to unlimited WoM.

So, in your opinion, is 10% additional HP and WS (requiring 4 skill points) in the yellow line really stronger than 60% additional WS plus 10 melee attacks (consuming only 1 skill point)? The existence of other skill points with similar intensity does not mean that this skill is not OP, because its obvious overpowered is the most basic logic.
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6 days ago
Jul 4, 2025, 3:27:46 AM

buggy_environment#6687 wrote:

The percentage seems big, but due to his lower base weapon strength it does not really make a difference, he still is stays notably weaker than the options of other races.

It should also be noted that the yellow line of the Beastmen has notably stronger base skill of other races, they get 30% instead of 20% for HP and WS, while also having 2 full melee defense skills and an army wide fatigue reduction. So no, this does not need to be changed, especially as you compare a duelist (the only one available in this faction) to the generalist of an other faction.


If you want to see an OP skill, check out "Flesh Sacrifice" on the Sorcerer Prophet, a single skill point for unbreakable+perfect vigour on a flying character with ranged attack, an incredible melee mount and access to unlimited WoM.

​Similarly, in what aspects is the base weapon strength of The Celestial General inferior? Compared to the Empire General, Bretonnian Lord, or Orc Warboss?

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6 days ago
Jul 4, 2025, 3:42:33 AM

Aneerah#2767 wrote:

It is a bit weird how insanely strong that trait is... I don't know how good fighters with or without it they are, though, nor do I remember the other traits locked out by that choice, but it seems a bit odd how big an impact just one trait has. If you're lucky as a dark elf, for instance, with a lord focused name of power you might get 20% weapon strength + magical weapon or regeneration or something, but never really anything close to this extent :D

The main problem with this guy -- and the Gate Master -- is that there's a "correct" choice between the three options. The choice in question, is the only one that simply makes sense; it makes him better at what he is already doing. The other two "choices" are weird and abstract. 


Not only does he have a correct choice between the three nodes, the buffs that he gives to his army are also negligible or located in a node that doesn't have synergy with the army. Plus 10 armor is nice, but I don't immediately see a need for additional weapon strength or a greater charge bonus in a Cathayan army. These buffs should be decoupled from his personal buffs and given the same lockout treatment as his personal buffs. Even with something like that, there's still going to be a "correct" choice for a Cathayan army, it seems. 

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6 days ago
Jul 4, 2025, 4:37:02 AM

Funzo#7954 wrote:

Aneerah#2767 wrote:

It is a bit weird how insanely strong that trait is... I don't know how good fighters with or without it they are, though, nor do I remember the other traits locked out by that choice, but it seems a bit odd how big an impact just one trait has. If you're lucky as a dark elf, for instance, with a lord focused name of power you might get 20% weapon strength + magical weapon or regeneration or something, but never really anything close to this extent :D

The main problem with this guy -- and the Gate Master -- is that there's a "correct" choice between the three options. The choice in question, is the only one that simply makes sense; it makes him better at what he is already doing. The other two "choices" are weird and abstract. 


Not only does he have a correct choice between the three nodes, the buffs that he gives to his army are also negligible or located in a node that doesn't have synergy with the army. Plus 10 armor is nice, but I don't immediately see a need for additional weapon strength or a greater charge bonus in a Cathayan army. These buffs should be decoupled from his personal buffs and given the same lockout treatment as his personal buffs. Even with something like that, there's still going to be a "correct" choice for a Cathayan army, it seems. 

There is some synergy with the charging skill for his army with his mount, so him having devasting flanker and the Roar to reduce leadership kind of makes him effective at breaking units. It also makes Cathay cavalry actually good at charging so it's not as useless. 


I think that missile block chance also helps with doomstacking Celestial Lions if you need protection from missiles when you rush on units. Its kind of fine in that regard for keeping him alive from missiles. 

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6 days ago
Jul 4, 2025, 6:41:20 AM

Devastating Flanker does nothing to effect the leadership of enemies directly. Any effect that he has on leadership is coming from how he's already designed (shout out to making him cause Fear on his Longma over a year later). He also gains a massive speed boost that doesn't have synergy with anything in the roster. In fact a 30% increase to his speed is so high that it makes him as fast as a Great Longma Rider unit while he's on his horse! The increase to charge bonus is nice but it doesn't have much of a place in a roster that is designed in the way that Grand Cathay is. 


The increase to weapon strength is insignificant for the majority of units in the Cathayan roster. Zhao Ming is able to make Jade Warriors into pseudo Grave Guard units but this guy can't do that. So we miss out on the most useful army buff if we choose his best personal buff and vice versa. 

Updated 6 days ago.
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