The Blood Host armies make playing as the Khorne very boring.

Copied to clipboard!
2 months ago
Jan 2, 2025, 11:16:57 AM

​Hey, guys! I think the Blood Host armies​​ are crazy. With this mechanics, playing as Khorne feels like using Cheat Engine. By around turn 30 or 40, the entire map is covered in blood armies, and for me, this is the kind of scenario only Greenskins can create. Yes,should be Waaagh Host armies, In lore, it is "Endless and infinite Greenskins armies, few but elite Khorne armies." However, in TW, it is "Endless and infinite Khorne armies, few but elite Greenskins armies." In the late game, all that's left is auto-battles.


I think Blood For the Blood God isn't just about summoning Blood Armies. It can enhance the combat strength of your units and provide other buffs (lasting for a few turns). It can also upgrade some of the units (Blessings of the Blood God) and even offer items!


These are my thoughts—don’t make the game over so quickly!




{If you guys agree with me, I'll stay active in the threads from time to time}


0Send private message
2 months ago
Jan 2, 2025, 11:20:43 AM

They are way to overtuned and need a nerf. 


But sadly it seems like Casual Joe and his 3 buddies on Reddit love their new power creep.  I’ve seen many users praising how insanely powerful he is and how Skulltaker can steamroll the entire map super quick. 

0Send private message
2 months ago
Jan 2, 2025, 12:47:06 PM

CAs game design philosophy in OoD seems to be to race through the early game (the fun bit) super quick to get to the late game (boring bit) by turn 30. It's absolutely baffling.

0Send private message
2 months ago
Jan 2, 2025, 12:56:06 PM

There were some very good changes with the Khorne rework but overall I found Khorne way more enjoyable to play before the rework.

0Send private message
2 months ago
Jan 2, 2025, 2:45:46 PM

Storm_Claw#8296 wrote:

​Hey, guys! I think the Blood Host armies​​ are crazy. With this mechanics, playing as Khorne feels like using Cheat Engine. By around turn 30 or 40, the entire map is covered in blood armies, and for me, this is the kind of scenario only Greenskins can create. Yes,should be Waaagh Host armies, In lore, it is "Endless and infinite Greenskins armies, few but elite Khorne armies." However, in TW, it is "Endless and infinite Khorne armies, few but elite Greenskins armies." In the late game, all that's left is auto-battles.


I think Blood For the Blood God isn't just about summoning Blood Armies. It can enhance the combat strength of your units and provide other buffs (lasting for a few turns). It can also upgrade some of the units (Blessings of the Blood God) and even offer items!


These are my thoughts—don’t make the game over so quickly!




{If you guys agree with me, I'll stay active in the threads from time to time}


I agree, I think you should have a limit on how many you can have spawned at one time (kind alike how ogre camps have a limit). Maybe you start with 3 availible to be on the mp and tech can increase that to 5-7 or so, but not much more then that. Even Being able to fight an entire front with just blood host armies  and maaaybe , just maaybe one tiny army of your own is kinda silly. Also kinda tired of teleport mechanics as those make them instant bans for multi-player campaigns. Every single khorne faction is banned to use by the multi-player community. We don't even get one we can allow to be played because they are all too over powered. I hope they look at the most overpowered campaign mechanics and tune some of them down a little or something. It gets kinda sad how most new factions end up joining the banned tier for multi-player.

0Send private message
2 months ago
Jan 2, 2025, 2:51:42 PM

Faerie_Storm#3043 wrote:

Storm_Claw#8296 wrote:

​Hey, guys! I think the Blood Host armies​​ are crazy. With this mechanics, playing as Khorne feels like using Cheat Engine. By around turn 30 or 40, the entire map is covered in blood armies, and for me, this is the kind of scenario only Greenskins can create. Yes,should be Waaagh Host armies, In lore, it is "Endless and infinite Greenskins armies, few but elite Khorne armies." However, in TW, it is "Endless and infinite Khorne armies, few but elite Greenskins armies." In the late game, all that's left is auto-battles.


I think Blood For the Blood God isn't just about summoning Blood Armies. It can enhance the combat strength of your units and provide other buffs (lasting for a few turns). It can also upgrade some of the units (Blessings of the Blood God) and even offer items!


These are my thoughts—don’t make the game over so quickly!




{If you guys agree with me, I'll stay active in the threads from time to time}


I agree, I think you should have a limit on how many you can have spawned at one time (kind alike how ogre camps have a limit). Maybe you start with 3 availible to be on the mp and tech can increase that to 5-7 or so, but not much more then that. Even Being able to fight an entire front with just blood host armies  and maaaybe , just maaybe one tiny army of your own is kinda silly. Also kinda tired of teleport mechanics as those make them instant bans for multi-player campaigns. Every single khorne faction is banned to use by the multi-player community. We don't even get one we can allow to be played because they are all too over powered. I hope they look at the most overpowered campaign mechanics and tune some of them down a little or something. It gets kinda sad how most new factions end up joining the banned tier for multi-player.

yeah that sounds like a simple but good solution. 

0Send private message
2 months ago
Jan 2, 2025, 3:53:12 PM

Bloodhost spam is feels like a free waaagh army all the time with no timer and no downside. Ironically it was more balanced pre-patch as a result of upkeep. 

0Send private message
2 months ago
Jan 2, 2025, 4:07:06 PM

dogoska#1535 wrote:

Bloodhost spam is feels like a free waaagh army all the time with no timer and no downside. Ironically it was more balanced pre-patch as a result of upkeep. 

Free armies really should never have been a thing. That and a large chunk of army upkeep reduction skills/tech should get axed.

0Send private message
2 months ago
Jan 2, 2025, 4:13:46 PM

dogoska#1535 wrote:

Bloodhost spam is feels like a free waaagh army all the time with no timer and no downside. Ironically it was more balanced pre-patch as a result of upkeep. 

Buffing stuff that never needed buff in the first place is typical from CA's reworks now.

0Send private message
2 months ago
Jan 2, 2025, 8:31:38 PM

I actually finished an Arbaal campaign recently. I had a lot of fun.


I have never recruited a boodhost during this campaign. Not even once. Never had the need to.

0Send private message
2 months ago
Jan 2, 2025, 8:54:53 PM

Free armies are not that fun either because well you as the player are not really involved.

You don't pick the lord with the trait you want, his skills, don't get to decide what type of units the army will be made of.

Something like the waaagghh armies is nice because it's a nice bonus edition to your main armies.

0Send private message
0Send private message
2 months ago
Jan 2, 2025, 9:46:25 PM

Fossoway#5540 wrote:


I have never recruited a boodhost during this campaign. Not even once. Never had the need to.

This is how broken some of these campaigns are now. You dont even need to engage with the mechanics, the nation building, none of it, you just roll.

0Send private message
a month ago
Jan 3, 2025, 7:10:03 AM

nisl222#5507 wrote:

I totally agree with you, Khorne's army should be super elite,Not Tyranids.

I like your Tyranids analogy, but CA's design for Khorne's mechanics feels like my clumsy Photoshop work, LOL.mmexport1735879721037.jpg

0Send private message
a month ago
Jan 3, 2025, 4:05:10 PM

Surge_2#1464 wrote:

Fossoway#5540 wrote:


I have never recruited a boodhost during this campaign. Not even once. Never had the need to.

This is how broken some of these campaigns are now. You dont even need to engage with the mechanics, the nation building, none of it, you just roll.

First thing is we dont know the difficulty. second thing is thatg player chose not to create blood hosts. it made player's game more difficult but it was by choice. so that's ok i think.

0Send private message
a month ago
Jan 3, 2025, 4:07:24 PM

I agree. Taking into consideration that devs had in mind to reduce use of blood hosts by players and make players to focus much more on own armies... We got quite the opposite)

0Send private message
a month ago
Jan 3, 2025, 8:06:08 PM

They should have an upkeep in Skulls. And be more expensive to spawn the more you have. Tech should allow you to have better/more varied ones, but not necessarily more.


The idea is sound. The free armies that can easily spawn more free armies is OP for no real flavor gain. 

0Send private message
a month ago
Jan 3, 2025, 8:09:27 PM

Jastalll#1030 wrote:

They should have an upkeep in Skulls. And be more expensive to spawn the more you have. Tech should allow you to have better/more varied ones, but not necessarily more.


The idea is sound. The free armies that can easily spawn more free armies is OP for no real flavor gain. 

Probably should make it so that a blood host doesn't get the post-battle loot option on  settlement to spawn another blood host. Also as I said earlier it would be more meaningful it you had a cap on how many you could have at any one time.

0Send private message
a month ago
Jan 3, 2025, 8:20:46 PM

The more I think about it, the more I question how Blood Hosts fit Khorne at all. I concur with the idea that Khorne shouldn’t be spawning Waaagh’s and low quality troops. Being a quality over quantity race makes more sense for them. There’s no way to tweak Blood Hosts in such a way that they don’t just outnumber your regular armies.


Honestly they should be scrapped and replaced with another mechanic altogether.

Updated a month ago.
0Send private message
0Send private message
?

Click here to login

Reply
Comment

Characters : 0
No results
0Send private message