Suggestions for Khorne's Campaign

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2 months ago
Jan 28, 2025, 4:32:30 AM

​Khorne lacks ways to increase research rate. Here are a few suggestions:

Gain research rate bonuses from Bloodletting, or add a building that consumes skulls to boost research rate.


Another approach would have a greater impact: 

reduce all technologies to 1-2 turns but require skulls to unlock. This would force players to make more strategic choices and encourage a more aggressive playstyle.

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25 days ago
Feb 22, 2025, 2:18:56 PM

Second suggestion: ​Many people believe that the upkeep reduction from hiding in cities should be removed because it doesn't encourage combat. I think it would be a good idea to add a requirement for the "Stance: Combat Trials" to make this effect harder to trigger. This would ensure that the mechanic aligns more with Khorne's aggressive nature and makes it less passive.


As an alternative to removing the reduction in local upkeep costs: Modify Khorne’s economy buildings to provide a significant reduction in local recruitment costs, a slight reduction in faction-wide recruitment costs, and an increase in local recruitment capacity. Any mechanic that encourages Khorne to wage war is beneficial, while the opposite is detrimental. Even if faction-wide recruitment costs were reduced to zero, it would still align perfectly with Khorne’s playstyle—after all, every devotee of Khorne would eagerly join your world-ending warband.

Updated 25 days ago.
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25 days ago
Feb 22, 2025, 5:18:51 PM

Neodeinos#5871 wrote:

The last thing Khorne needs is even more buffs, the rework already heavily overbuffed Khorne.

You should propose your solution. If our suggestions don’t conflict, CA might be able to implement both. As long as the numbers are balanced, the game will be better.

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25 days ago
Feb 22, 2025, 5:35:57 PM

Yeah, because when you think Khorne, you think of the nerdy, brainy type who likes to maximise synergies and technological advance.


HELLO!


Remember that Khorne's entire shtick revolves around tearing things down! I think he should have the slowest research rate if anything.


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25 days ago
Feb 22, 2025, 5:39:17 PM

TainBoCuailinge#8335 wrote:

Yeah, because when you think Khorne, you think of the nerdy, brainy type who likes to maximise synergies and technological advance.


HELLO!


Remember that Khorne's entire shtick revolves around tearing things down! I think he should have the slowest research rate if anything.


According to what you said, Nurgle despises progress and change, so they shouldn’t have research.

In fact, every faction in Warhammer is on the brink of collapse and has made no progress for centuries. No one should have research—research should be exclusive to Tzeentch!

Updated 25 days ago.
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25 days ago
Feb 22, 2025, 5:48:20 PM

Neversetcrazysun1#7505 wrote:
According to what you said, Nurgle despises progress and change, so they shouldn’t have research.

I would gladly get rid of research entirely. It makes close to no sense in this game anyway.


So that wasn't much of a gotcha'.

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25 days ago
Feb 22, 2025, 5:53:42 PM

TainBoCuailinge#8335 wrote:

Neversetcrazysun1#7505 wrote:
According to what you said, Nurgle despises progress and change, so they shouldn’t have research.

I would gladly get rid of research entirely. It makes close to no sense in this game anyway.


So that wasn't much of a gotcha'.

​You should play multiplayer battles; they can better meet your needs. It might be better if you don't play the campaign.

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25 days ago
Feb 22, 2025, 5:56:08 PM

Neversetcrazysun1#7505 wrote:
You should play multiplayer battles; they can better meet your needs. It might be better if you don't play the campaign.

You should play on easy, this way the game can better meet your needs. It might be better if you don't play anything above that.

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25 days ago
Feb 22, 2025, 6:04:00 PM

TainBoCuailinge#8335 wrote:

Neversetcrazysun1#7505 wrote:
You should play multiplayer battles; they can better meet your needs. It might be better if you don't play the campaign.

You should play on easy, this way the game can better meet your needs. It might be better if you don't play anything above that.

If I say I'm already playing on easy and still want these changes to make the game more enjoyable, how would you respond?

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25 days ago
Feb 22, 2025, 6:23:21 PM

Neversetcrazysun1#7505 wrote:

Neodeinos#5871 wrote:

The last thing Khorne needs is even more buffs, the rework already heavily overbuffed Khorne.

You should propose your solution. If our suggestions don’t conflict, CA might be able to implement both. As long as the numbers are balanced, the game will be better.

I'd revert everything from the rework except for the mortal/daemon building distinction and the new Skull Throne so I doubt my suggestions would be added.​

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24 days ago
Feb 23, 2025, 3:53:32 PM

Neodeinos#5871 wrote:

Neversetcrazysun1#7505 wrote:

Neodeinos#5871 wrote:

The last thing Khorne needs is even more buffs, the rework already heavily overbuffed Khorne.

You should propose your solution. If our suggestions don’t conflict, CA might be able to implement both. As long as the numbers are balanced, the game will be better.

I'd revert everything from the rework except for the mortal/daemon building distinction and the new Skull Throne so I doubt my suggestions would be added.​

​If the design is good and the numbers are balanced, anything is possible. I think sustaining growth through war is a good design.

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24 days ago
Feb 23, 2025, 4:47:29 PM

Agreed, I made a post highlighting the Khorne research issue a while before Omens came out. Sadly they never implemented something for Khorne to be able to boost his research. The issue is Khorne campaigns are over at turn 30 max and at turn 30 you wouldn't have even completed have your tech tree. I think your ideas are good: tying it to bloodletting (they should also revert the original growth bloodletting and remove the growth building) or making it all require skulls and battle victories to unlock. 

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7 days ago
Mar 12, 2025, 8:19:53 AM

I think both growth buildings and bloodletting-induced growth should exist, but the growth from bloodletting should be higher to make it more worthwhile to pursue and maintain.  


If bloodletting growth is available, keeping growth buildings around isn’t an issue—having more building options is always better than having fewer. If you're a strong player who can sustain a high level of bloodletting, then you won’t need to choose this building.

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7 days ago
Mar 12, 2025, 11:38:58 AM

Neversetcrazysun1#7505 wrote:

I think both growth buildings and bloodletting-induced growth should exist, but the growth from bloodletting should be higher to make it more worthwhile to pursue and maintain.  


If bloodletting growth is available, keeping growth buildings around isn’t an issue—having more building options is always better than having fewer. If you're a strong player who can sustain a high level of bloodletting, then you won’t need to choose this building.

I think bloodletting should have a bonus and malus different to each LL:

>Skarbrand (lacks teleportation): increased growth

>Skulltaker: Research points

>Arbaal: higher movement replenishment post battle.

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