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Summary of Omens of Destrucion feedback and bugs

I have been playing warhammer 3 around 1800 hours now and a lot in pvp campaigns against friends. this is my personal list of things that i have noticed.

i hope i can reach out to some people maxbe even devs to recognize some flws in this system.

all have a good day.

​Oger:

  • (MP) The power spike of ogers ist way too fast. Within the first 10 turns of the campaign you can establish an army with 50-60 melee attack and defence which basically obliterates everything on the map. Even most of the new overhauls of races have a long time until they get their power spike.

  • (MP) the powerscaling is too immense for ogers. Your economy is extremely worryless. You have no issues recruiting to your hearts content and you have too many extra buffs through items you get as rewards races mechanics etc. Basically bringing golgfags maneaters to a 100 melee attack in battle.

  • Ogers especially maneaters getting way too many bonuses to meele attack and defence out of several different sources. Even way more than bulls or any other unit. Making them easily rack up kills in the hundreds without loosing a single modell. This is neither fun in singleplayer nor is it balanced in MP.

  • Buffs like not beeing able to reduce ogers meele attack or just loosing a quarter of the charge bonus of ogers are buffs that are completely killing the balance of the game.

  • In general the ogers are just too much in every direction outclassing everything by far. Even shooting units who should be best against ogers are no match anymore due to their stupid dtats several buffs and enormous speed to close the gap.

  • (MP) teleporting as a mechanics for each and every contract completely breaks any balance in mp as you can just skip any enemy army and destroy their terretory without beeing bothered.

  • (MP) also having shooting units with more range than most fractions shooting units an many units beeing able to have vanguard deployment is not helping with maybe keeping the ogers at a distance.

  • (MP) the only way to contain ogers would be sieges where ogers also have spells and now a good and easy way to break your walls destroy you with spells before coming in breaking everything with arty and then running you over with an intact army and not care about the towers as they deal too little damage and also miss too often against single or low count targets.

Khorne:

skulltaker

  • The Mechanic of Khorne to summon additional armies for no upkeep is just too much, as they can be used for all sorts of tasks such as fights conquers or just filling up your lost skulls.

  • (MP) Teleporting to any Lord that you see is also breaking the game as you can bypass any defences again.

  • (MP) The stats gained and momentum you have with the new overhaul is just completely overpowered and absolutely out of relations as many races are outdated or new reworks have a focus on scaling like thrones of decay dwarfes and imperium. Even a side lord can achieve 107 meele attack in round 17. something thats even not reachable for many lords throughout the entirety of the campaign.

  • (MP) with skulltaker in his campaign you get (without exploiting anything) to level 34 in round 26 easily. In contrast you need waaaay more time to reach a level like this with gorbad. Making it even more unbalanced.

  • (MP) fraction mechanics like imidate teardown of towns is absolutely broken against something like dwarfes for example but in general and absolutely devastating blow to any player

Greenskins:

  • Lords beside Gorbad are super weak. In most campaigns its not possible to confederate them. And when they die due to the shitty revolution behaviour its near impossible to get them back.

  • (MP) Greenskins are extremely easily outdone by any mechanic like ambush or lightning strike. Making every fraction have imense advantage over greenskins. Only lord to be okay with that is gorbad as his armies are capable of standing their ground to most other fractions with an army of 20. before omens of destruction this was almost never the case.

  • (MP) The Balancing of Greenskins is good with Gorbad. Even the economic changes are not so bad for the greenskins. All other lords are completely absolete as firstly their mechanics are outdatet as in that gorbad out does them in their own strength and secondly they are no match for any other faction on the map. And also grom is the only one with a real other mechanic. The rest just has some buffs you can take advantage off by confederation or different units in waaaghs that are completely unnecessary due to ambush and lightning strike.

  • The mechanic of Gorbad is well thought through. Some buffs are completely irrelevant in my point of view but that is an estimation everyone has to make on their own. The downside is firstly, that too little planz are accuired (better with the new patch but still a bit low when planz get deactivated when conditions are not met when hero is not in army anymore since ai is kicking heros out all the time), secondly the recuirements for some planz are just too high. There is for example no real benefit to kamikazecatapults but still you have to kill 2500 with them just to get a measily 10% range as a master taktics. Or 100 casts of magic for 15 capacity. Its just not worth because the 1 out of 3 places for planz can be used way better.

  • The greenskin magichians seem to have a much higer rate of miscasts with the new update as on average all the sorcerers seem to miscast on every second spell.

  • The reducing of the bulding tier of when to get units is good now.

  • Gorbads plan to get rid of riot on wyverns is not working

  • the accuired scrap is too little

  • silver plan that requires 50 little or big waargh casts does not count when cast by hero

  • regiment of crossbow orks is not affected by gorbads dig in. Eventhough they are listed on the affected units.

  • Diverse plans are not getting activated. Like nightgoblin shamans passive trait to boost nightgoblin archers.

General:

  • when recruiting units through global recruitment (mostly those who take several turns) and beeing interrupted by a siege the recruitment pauses due to siege and does not continue again. You have to cancel the recruitment and recruit all over from the start again.