Total War: Warhammer III currently has many issues and needs improvements.

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13 days ago
Jan 9, 2025, 3:49:30 PM

Total War: Warhammer III currently has many issues and needs improvements.  

     

Here are some of the problems:  

     

1. **Increase the income of Vampire Coast's primary settlement income buildings.** 
 Compared to other income-generating buildings, their earnings are far too low. For example, Bretonnia's farm buildings provide 300 gold income at Tier 1. Meanwhile, Vampire Coast's primary settlement income building provides only 300 gold even at Tier 5, while costing 4,000 gold to construct. This is unreasonable.  

     

2. **Increase the unit caps provided by Tomb Kings' buildings.** 
 Due to the cap system, Tomb Kings are weaker compared to other factions. Notable examples include the caps for Sphinxes and Catapults. Please increase these caps by at least one.  

     

3. **Overpowered factions (Khorne, Empire, Dwarfs) should not dominate the game.** 
 A nerf for such overpowered factions is necessary. Do you think players would enjoy the game with these imbalances present?

     

4. **The Lizardmen need a rework.** 
 They have been neglected for far too long.  

     

5. **The AI's aggression is broken.** 
 In particular, order factions do nothing and are largely passive. 

     

6. The ability to recruit Dwarf Warriors at Tier 0 was already questionable, but lowering the recruitment of stronger units like Irondrakes from Tier 3-4 to Tier 2-3 makes even less sense. This needs to be addressed. Similarly, Khorne’s Blood Host also requires a nerf. Skulltaker can endlessly replenish Blood Hosts. Is this truly the result of careful balance consideration?  

     

7. **The faction effects of Legendary Lords like Lord Mazdamundi and Luthor Harkon are too outdated.** These older factions need adjustments.

 

8. **The Greenskins' Orc Barracks building has a construction time of 6 turns and a cost of 6000 gold, which is equivalent to a Tier 5 building in terms of time and cost.** 
 Despite receiving a response that this adjustment was intentional, it is unreasonable considering the removal of the Goblin recruitment function. This excessive cost and construction time are even more unjustified compared to the buffs other factions have received recently. Instead of being improved, the Greenskins were nerfed in a DLC, which gives the impression that they are being treated as an NPC faction rather than a main faction.


Looking at the current state of Total War: Warhammer III, it seems like factions other than Empire, Dwarfs, and the main factions of Warhammer III are treated as secondary. If this approach is going to continue, it would be better to commit to a roadmap with clear deadlines and planned changes. Additionally, if promises are broken, compensation measures should be prepared to reassure players that these are not empty promises.

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13 days ago
Jan 9, 2025, 4:15:44 PM

1. Rather than increasing the income of the Vampire Coast I would make them better at sacking. Their income is fine, they rely a lot on zombies which are very cheap and cost effective, I don't think they struggle with gold. They should also increase the gold you get from treasure hunt mechanic.


2. Tomb Kings aren't weak at all, I'd say they are one of the most well balanced race in the game and you can get many of your capped units in a decent amount quite early in the campaign. Keep in mind that Necrotect hero can also increase the cap of your construct through his skill tree.


3. Hard agree there, these races have gotten far too easy to play. Khorne and Dwarfs in particular were already crazy strong in campaign before their reworks, buffing them was entirely unnecessary.


4. Agreed.


5. Known bug since the 4.0 update, this needs to be high priority on the list of known issues.


6. Couldn't agree more, many of the unit tier changes they've been making since Thrones of Decay are ridiculous. Make the late game more engaging CA, don't make the early game even faster when it was already way too fast. As for the Blood Hosts I'd remove them entirely personally, Khorne should be about quality rather than quantity.


7. No objection there, Mazdamundi is forgotten.


8. They should just revert the changes to unit tiers and building tree. The increased costs are absolutely justified however.

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12 days ago
Jan 10, 2025, 3:40:40 PM

ultra981#1483 wrote:

​Total War: Warhammer III currently has many issues and needs improvements.  

     

Here are some of the problems:  

     

1. **Increase the income of Vampire Coast's primary settlement income buildings.** 
 Compared to other income-generating buildings, their earnings are far too low. For example, Bretonnia's farm buildings provide 300 gold income at Tier 1. Meanwhile, Vampire Coast's primary settlement income building provides only 300 gold even at Tier 5, while costing 4,000 gold to construct. This is unreasonable.  

     

2. **Increase the unit caps provided by Tomb Kings' buildings.** 
 Due to the cap system, Tomb Kings are weaker compared to other factions. Notable examples include the caps for Sphinxes and Catapults. Please increase these caps by at least one.  

     

3. **Overpowered factions (Khorne, Empire, Dwarfs) should not dominate the game.** 
 A nerf for such overpowered factions is necessary. Do you think players would enjoy the game with these imbalances present?

     

4. **The Lizardmen need a rework.** 
 They have been neglected for far too long.  

     

5. **The AI's aggression is broken.** 
 In particular, order factions do nothing and are largely passive. 

     

6. The ability to recruit Dwarf Warriors at Tier 0 was already questionable, but lowering the recruitment of stronger units like Irondrakes from Tier 3-4 to Tier 2-3 makes even less sense. This needs to be addressed. Similarly, Khorne’s Blood Host also requires a nerf. Skulltaker can endlessly replenish Blood Hosts. Is this truly the result of careful balance consideration?  

     

7. **The faction effects of Legendary Lords like Lord Mazdamundi and Luthor Harkon are too outdated.** These older factions need adjustments.

 

8. **The Greenskins' Orc Barracks building has a construction time of 6 turns and a cost of 6000 gold, which is equivalent to a Tier 5 building in terms of time and cost.** 
 Despite receiving a response that this adjustment was intentional, it is unreasonable considering the removal of the Goblin recruitment function. This excessive cost and construction time are even more unjustified compared to the buffs other factions have received recently. Instead of being improved, the Greenskins were nerfed in a DLC, which gives the impression that they are being treated as an NPC faction rather than a main faction. 


Looking at the current state of Total War: Warhammer III, it seems like factions other than Empire, Dwarfs, and the main factions of Warhammer III are treated as secondary. If this approach is going to continue, it would be better to commit to a roadmap with clear deadlines and planned changes. Additionally, if promises are broken, compensation measures should be prepared to reassure players that these are not empty promises.

I agree with all of that except the Vampire Coast bit. It's a race that should function in a similar way to Ogre Kingdoms and Greenskins. Settlement and money building income should be small like Ogres. The focus should be heavily on sacking, looting, razing and post battle loot, like Greenskins. They are pirates. They are meant to be a race which has all of its strength in its mobility on the campaign map as a horde on a pirate ship, not sitting at home playing Sim City.

They need a lot of work to enable them to be a hit and run race on the campaign map, so they are not tied to one location and don't care if they lose settlements. IMO they should not suffer regionless attrition as a race and probably should only have tier 1 outposts on the campaign map like Warriors of Chaos or Wood Elves with no income buildings except from ports. Dirt cheap buildings (cost 500 max) that give factionwide loot bonuses would be a good option to go in the non-port outposts. 

One of the main issues for them I experienced was a lack of ability to attack port settlements from the sea without landing. I could be wrong on that because I haven't touched them for ages.

Updated 12 days ago.
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8 days ago
Jan 14, 2025, 12:32:49 PM

Use recruitment costs in multiplayer to calculate the capacity increases for Beastmen units. The current capacity balance feels quite off.

Increase the number of Sea Lanes, such as adding circumpolar currents, and introduce one-to-many routes to save space on the seas.

I hope the addition of more Sea Lanes or other mechanisms can allow Norsca and Vampire Coast to face a wider variety of enemies, rather than being limited to just a few types. I want to experience raiding across the world's oceans.

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8 days ago
Jan 14, 2025, 2:58:20 PM

​3: They just nerfed sulltaker so we’ll need to wait to see if more needs to be done & personally I don’t think I’ve ever seen either the empire or dwarfs dominate in most of my games. To me it seems pretty well randomised on who wins & losses.


6: I disagree, lowering the tiers of irondrakes helps greatly in the survivability of dwarfs & makes them more fun to fight against in the early game.

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