warhammer 2 patch notes This is a topic that many people are looking for. cfcambodge.org is a channel providing useful information about learning, life, digital marketing and online courses …. it will help you have an overview and solid multi-faceted knowledge . Today, cfcambodge.org would like to introduce to you DA NUTZ ‘N’ BOLTZ Update – Patch Notes Overview and Analysis – Total War Warhammer 2. Following along are instructions in the video below:
Da Nutz ‘N’ Boltz Update has been announced for Total War Warhammer 2 bringing a new skill tree for the Black Orc Big Boss and a host of new balancing changes, bug fixes, and campaign changes. This is an Overview of the Greenskins Campaign Beta for Warhammer 2 and what I think of all the changes and new additions and how they will affect the Warden and the Paunch DLC.
Da Nutz ‘N’ Boltz Update – https://www.totalwar.com/blog/total-w…
With me for as long as i still live yeah. We’ve been on a a bit of a roller coaster with warhammer. 2.
Recently haven’t we a roller of emotions. A glass case as ron burgundy would say it’s been interesting. I think we were all happy to see the grom and the punch dude someone slapped me i always call it grime in the punch.
It’s the grim and the grom. It’s the prince who was promised and the punch who astonishes you know what dlc. I’m talking about we were happy to see all that content get added to mortal empires.
It really did change the game in a lot of great ways. The greenskins needed that campaign overhaul badly and to see them get brought back into the modern timeline. Finally was a thing of beauty for sure.
With that said. The spaghetti code is beginning to rear its ugly. Head and i’ve got to say probably the thing that worries me most about the mortal empires trilogy especially when we’re talking about warhammer 3 is how one little change in code can just blow the whole.
Damn thing up it seems like and it’s only going to get worse. When you add an entire new campaign and like six or seven new factions into the mix as well things aren’t going to get any better on that front. We’ve seen it rear its ugly head a couple times.
Now we saw it with norska and the versioning errors that happened between game one and game two and the fact that they released that dlc so close to warhammer 2. I mean it blew everything up and we didn’t get to see norsk and warhammer. 2 for months on months on months.
And then with this patch and with plenty of the others as well when something gets fixed something else goes tits up and it’s not uncommon to see some pretty massive bugs hit the warhammer. 2 scene unfortunately we dealt with a lot of those with this most recent update. So the nuts into boltz is trying to address some of them.
And it has unfortunately. It’s also causing some more issues which we’ll get into a little bit later on but for the most part. What i’ve seen in the patch notes.
It’s looking pretty good uh. Let’s go over the major things first so before we get to the nuts and bolts. There’s actually a huge bug that was messing up.
Everyone’s playthroughs everyone’s campaigns everyone’s multiplayer battles and that was the weapon skill bug. And this is kind of thing. I’m talking about when you’re talking about game breaking she that’s hitting everybody i mean it’s not a good thing when any weapon skill.
Buff is not working properly when any weapon skill debuff is not working properly when any change or steroid. Anything that changes your weapon skill value is not working that is a problem because there are a lot of items and abilities and campaign shenanigans that completely alter it and entire campaigns are played to mess around with that kind of stuff for example. If you want to grab the sword of cane.
Before this beta. Came out. Well.
You might say. Oh yeah. You’ve got a thousand plus weapon.
Strength. Amazing. You’re hitting like a truck.
Well guess what you worked you’re hitting at your base weapon strength that leon onslaught. Not doing anything whole like star crusher. Not doing anything wanted to play with malice dark blade or with collect.
Sun. Eater and give them the one shot build where you give them occam’s mind. Razor and all their combat steroids stack them all up yeah.
I might say yeah you’re hitting for 1100 damage. But you weren’t you were hitting for 450 or 500. That’s obviously a huge issue that was addressed in the last beta.
This is a beta. That is adding quite a bit more content to the fold and fixing a lot of our biggest problems with the uh orc. Big boss black work big boss and quite a few of the other things in the green skins campaign so quick overview here diversified.
Some of the architecture bonuses reduce some higher tier or recruitment times. Which is great think about big guns think about giants think about a lot of units who typically don’t want to recruit in greenskins campaign. Seems like that is being addressed.
Which is great and there’s some unit balancing that we’ll talk about at the end as well so one of the design issues that’s been plaguing the green skins in the base game not in the beta is that goblin tech buffs. All gambos while orc tech. Typically relies on buffing.
A specific subset of the orc roster and that kind of made it awkward because it meant that you had to invest more on your skill trees more of your skill points into getting your orc boys or your big guns or your black horse into a position. Where you really want them to be whereas with the gambos everything you did was buffing them up into the stratosphere. We’ve already seen the ramifications of that with grab the ponch’s campaign.
Now not all those buffs are completely attributed to this design flaw. If you even want to call. It a flaw.
I personally think. It is some people might not but obviously some of it’s due to ground the ponch’s ridiculous feast buffs. As well.
But there is an issue with their tech tree and that all gombos receive all buffs. And we’ve seen these koken goblins with 75 melee attack 120 leadership ridiculous weapon strength. Which you actually weren’t feeling the effects of because of the weapons.
Kill bug. But they’re just absolutely crazy. The goblins get insane you’re playing a skarsnik or ground the punch.
Which is fine. I think that all lords should be able to buff their units up like crazy. But that’s a huge section.
The roster that is typically absolute trash that becomes absolutely maybe game breakingly god like on the other end of the spectrum. This is beginning to address some of those problems so for example every year clubs used to apply only to savageors now it’ll be to all orc infantry. That’s orc boyz that’s big ons that’s black orcs.
All of it so you’re now not investing only in buffing up your savage horse or only buffing your orc boys. Now you’re hitting everybody. Which is nice heavy metal same thing now one of the things with the orcs is that they do rely heavily on their melee attack.
But they have so many ways to get it they can use wah. They can use the bonewood staff from warzag. They have just a plethora of ways to buff their melee attacks.
So losing this is not a big deal getting plus 10 armor to make them a bit more resilient on that front line probably a nice little change on the tech tree weapon strength also something they rely on but their charge bonus and their melee attack are really the two big ones and those are the two things that why buffs again plethora of ways to buff those things up so losing five percent. They’re not really a big deal and as you can see they’re trying to move away from leaning. So heavily on weapon strength instead of shifting it into other areas where they were maybe a bit weaker.
Which i have no problem with whatsoever. So now better arrowheads will rely on buffing up all your missile infantry. Not just.
The goblins and this is interesting. I like this change a lot. It’s not a big one recruitment costs for the green skins.
Not a big deal you’re gonna be rolling it in anyway. When you’re sacking and you’re raising when you’re raiding your economy gets crazy. I mean i think that’s one of the craziest things about the change.
The greenskins campaign overall is that their economy is absolutely bananas and you can get real rich real fast might make it a little bit too easy. But that’s atomic for another time so recruitment costs not a big deal you’re gonna be swimming into teeth. So giving them some speed.
This is one of the weaknesses of orc boys or boys rather. I mean let’s be honest they kind of suck anyway they’re not meant to be a super elite tier cav. But they’re slow i mean their 66 speed.
I think is their base and that means they are outstripped by the majority of heavy cavalry in total war warhammer. 2. There are some other heavy cavities that move at the speed chaos knights riceguard that kind of thing but getting 10.
Doesn’t sound like a massive amount. But that’s what should be around like six speed or so. So that’s nice being able to move quite a bit quicker will be pretty beneficial so combo crackdown.
Uh speed for infantry kind of irrelevant doesn’t really matter scrap. Upgrades. Padded shields out for the boys missile block chance reduced from 40 to 30 and now grants.
15 armor. Which is a big boost to the survivability of orc boys. Which are kind of a forgotten unit.
I mean you use them a lot in the very early stages and they quickly get phased out this should hopefully. Alleviate that issue to an extent i mean missile block chance reduced from 40 to 30. Is really not much of a nerf at all the ai is not good at focus firing on your front line your orc boys are never going to be in a lot of threat from being shot up anyway.
But the plus 15 armor is a big boost to their survivability in melee combat. Which is where you’re always going to be using them so i think that’s a good change now these are huge these are massive and it’s not just hitting the green screens. It’s also for norsk as well big guns savage orc.
Big guns and boar boys recruitment time reduced from two to one turn. Thank god we’ve been asking for that for years and we finally got it so hallelujah. Gork and mork will be pleased with that one for sure norris can giant and green skin giant recruitment times reduce from three to two turns as well yeah those are those are huge changes that’s gonna make the giants.
A lot more appealing for the green skins and they’ve already buffed them up in some other ways. The scrap upgrades help some look on that front. There are a lot of things that have made them more appealing especially being reduced from tier five to tier four massive.
But yeah the uh the recruitment time reduction. There i really like that change now as i said spaghetti code been rearing its horrifying. Ugly head.
And it had some very detrimental effects on our playthroughs. When the grom and the gram went live and these are some big ones so for example. The infamous god track problem essentially if he died or was wounded in battle.
There was a good chance. It was going to completely butcher your play through and you wouldn’t be able to continue because whenever you open the recruit lord slot. Whole thing would just crash desktop yeah not good that’s been fixed thank you awesome.
I do not know i’ve not seen anything let’s actually control f. It if there’s anything addressing there’s not okay that’s a problem yeah dude. I wish they would focus and not to be fair.
I don’t play multiplayer campaign. I’d like to i’d like to get into it because i i think it’s by far the best way to combine every awesome element of warhammer 2. I just haven’t found someone that i really want to play with i’d like to play with italian.
We’ve thought about doing some before but never seem to find the time. But there are issues with that going on right now. There’s a desync that just completely butchers people’s ability to play that i mean once you desync in a multiplayer campaign.
It’s very hard to continue so doesn’t seem like this beta is addressing that i don’t blame them because they are trying to get like the really major things out where lots of people are affected. But i’d still like to see them a little little bit more time into multiplayer campaign and get that fixed up for the people who play it uh. So it doesn’t seem like this is doing that though uh.
Let’s see the big ones here. I don’t know what those are i haven’t really had too many crashing problems in general uh. Oh.
This one is big you guys know this one this has gotten a lot of press obviously gambling wins and magic will no longer give the same result each time so yeah i mean we’ve been seeing that plenty anyone who’s played campaign over the last month or two has seen this essentially if you go into a battle with 17 wins of magic and you vote on randall summon him to try to give you more the reroll 17. Every single time you go into a battle with 12. It’ll be 12.
When you reroll go in with 69 you’ll be rolling with 69. So yeah that’s that was a pretty obnoxious glad to see that get addressed uh let’s see okay yeah. So this one’s a big one and i’ve actually copied down the exact changes so a stauncher skill tree let’s shift on over to microsoft word got some spaghetti bolognese.
We got some weapon skill. Bugs already talked about that oh yeah. By the way he did get his voice back.
So the big boss. The free lc in the skulls for the skull throne update uh. He didn’t have any voice lines that i assume was bugged because they do have voice acting for him and that’s now working properly.
Which is great so back on your feet is the first gives four percent replenishment for orc units in the army. Well there’s already a million ways to stack up or punishment right now so i actually don’t think. This is too much of an issue at this at any point.
Now i mean you’re you’re great on this front after the changes to their playthroughs. I mean ca did a great job on that front the wall replenishes quick your army’s replenished quick. It feels good man.
But there’s here’s another one so i mean i’m not gonna complain about that four percent extra is pretty substantial boss of the field twenty percent bigger loss reduction for orc units and thirty percent cool down reduction to get back in and smash em faster leadership buffs. So the thing about the big boss. We know he has that aoe immune to psych and we know he has to get back here for the plus.
16 leadership. So essentially what he does is he’s a line holder. He’s there to buff up his orcs and keep them in the fight.
One of the biggest issues greenskins have is their morale. Putting this on cooldown a lot more is really really good i mean it means you get that huge leadership bastion. Quite a bit more during the course of the battle and the bigger loss reduction is an even bigger thing as we know how big an issue vigor can be for any army.
When you’re very tired or exhausted your units are fighting. In about half their traditional effectiveness so any way to reduce that problem for you is gonna be really useful line. Cracker plus.
10. Speed and gives deadly onslaught with 40 cooldown to it someone said awesome um. Yeah.
And that’s pretty good definitely good when he’s on that boar and then 10 speed is incredibly useful especially because he can actually beat up on stuff. I mean. The black orc.
Big boss crumps things in duels. He’s got lord like stats and a lord like cost on top of it so meaning that he can get in on top of his duels faster and close down those high value threats. Important for sure and then one orc army additional casualty casualty replenishment for his assault garrison and 20 reduction in hero action.
Cost well arm to the teeth bonus first large and 30 extra ap. And i believe they have changed his see go back here. Yeah.
They’ve changed his weapon split. I think his armor piercing split that might be down here. Though yeah okay we’ll get we’ll get to that and actually i should do it now yeah uh less base weapon damage and more ap damage.
So they’re making him a bit more of a duelist now too. He’s a really good hero like the blackrock big boss is super good like against undead have you had immune to psych in the leadership buffs. It’s pretty amazing um.
And now just making them stronger in melee. More ap like yeah. They’re making them really strong.
But you got to spend a lot to bring them to the field. So i think that’s a decent way to balance them for sure all right grim gore. Now gets more bonuses for black orchid bosses.
Too so faction effects uh. He can now recruit them in all regions. I like that quite a bit be able to get them early and off and get a bunch of them in your armies.
I think it’ll be pretty common to see two or three rolling in majority of your stacks. And then new skill best of the best provides plus two capacity for black work blue bosses. Too you get more of them althorion.
I think we ran into that in my authority on stream. I auto resolved the battle and then one of their lords got permanently disabled. Which is weird uh music nothing too crazy here emerick’s long campaign victory.
Can be accomplished well that is good and that i haven’t run into that but i guess for someone who did run into it yeah. It’s a nice little change. Let’s see anything that really jumps out okay.
This one huge too so yeah marauder chieftains got hit by the spaghetti code hard their entire skill tree went the way of the dodo just disappeared it got asteroided into the next dimension but it’s back now yeah they had a super generic skill tree for the last like month and the beta has finally fixed that and addressed that i like it yeah. There’s the voice acting the black orc big boss so norske campaign in general sounds like it’s gonna be a lot more fun now giants are maybe a little bit more attractive. Although mammoths overall are still gonna be better in pretty much every capacity.
But well with norsken giants at tier four. Which i think they got moved down to tier four two maybe not maybe not for norske or chaos. Yet that might have just been a green skin.
Thing let me know in the comment section. I’m not actually sure uh. We got a more lore friendly name for character.
Now because of course. The green skins have it under their control. That is all as hack and slaughter’s territory.
And yeah cool stuff okay funniness from the effect bundle nice little layover from days long gone. That’s been addressed okay unit balance changes. This is what many of us are here for let’s get into it shall we so for the sato masochistic edgelords of not canada.
We’ve got ravagers over qarth and scourging our chariots getting their health per entity change from 1256 to 1166. Which is not actually a nerf. It’s a rollback of an unintentional buff from apacheco.
So i don’t know if that was part of the spaghetti code or not but they were not intended to receive any health buff. They didn’t need it they certainly didn’t need it and this is just rerolling back that change that was never intended in the first place. And it’s interesting because screen runners even after their nerfs from a couple patches ago.
I mean they were they were just absurd when shadow of the blade first came out they’re still really good they’re game breaking in some matchups against bretonnia for example. The purveyors of prima nocta uh loved playing high elves and what else they crushed those two match ups and the dark elves were about even with them. I’d say.
It was about a 5’5 50 50 match up for them. And then chat on the blade. Came out and this unit by itself completely changed the game completely shifted it in the dark elves favor and uh bretons hate these guys with a burning burning passion so it’s interesting to see that i mean i’m glad.
It’s not a big deal either way like it’s 500 hp. It’s not negligible. But it’s hard to notice on chariots.
But i mean that’s one of the things. That’s kind of crazy about the skirt runners is they have high armor in the first place killing them is not very easy they only have three entities so 500 additional hp. I mean that was yeah i mean.
It’s not it’s about 150 uh that’s about 100. So it would have been 300 hp yeah. I mean it’s not negligible.
I’ll say that but it’s uh. Interesting to see that get rolled back probably good overall. I’d say a green skins or shaymin on a warbor.
Getting some additional ap damage black orc. Big boss already covered that getting more ap at the cost of base weapon damage. The goblin great shaman on a spider shrine is an interesting one he’s getting more melee attack four more he’s getting 900 more hp on alternate sides for some reason.
I don’t know why ca uses ultra for these unit balances when they’ve said themselves they balance the entire game around large. So that’s one of the things i’d like them to change in these patch notes to make it a little bit more readable because everyone looks at these and goes wow. I didn’t know they had that much hp well.
They don’t that’s only on ultra on large and this is more like 6 500. Or something or like 7 000. Uh.
Maybe not even that it’s a lot less so yeah. That’s uh just something to be aware of but ultimately that’s still going to be like a maybe 700 or 750. Hp buff on large.
I would think so i mean that’s not negligible at all reload skill and then arm okay. But he’s losing 30 armor. Interesting i kind of liked it before kind of like that he was different than the other rack and rock and had more armor.
But maybe a bit less hp. But i guess they’re just making him more like an underwrapped rock spider. Which makes sense because that is indeed what he is writing um.
It’s weird though because the introduction of the goblin great shaman and the arachne rock spider shrine as much as i love it and i do love it it is completely overshadowing night goblin war bosses now and i don’t know why you’d want to recruit one in campaign at this point. So maybe. That’s something they need to think about addressing at some point later down the line.
But i mean look at the end of the day. There’s so much content in this game. Now and so many lords and things are going to be forgotten.
I’d say losing night goblin war bosses would not be the biggest blow ever i mean on a cave swing they still got 40 bonus versus infantry. So that’s uh not useless. I’ll say that uh snotling pump wagon okay.
This is a big change. Yeah they were too cost effective in my humble opinion uh 450. For what you got out of that the amount of infantry blending potential they had was pretty insane.
So 50 price increase. I think is fair to start out they no longer have the poison contact effect on any of these though. I thought they only had the poison contact effect from oh you know what i always think of the regiment of renown one.
But i guess they had they did i don’t know i actually have no idea this it seems like this was on all three. I didn’t even know they had a poison attack to be honest at all. But maybe i should have paid more attention that’s crazy is that you can definitely see the the mushroom explosion on the regiment of renown.
But i’m not sure i ever saw it for any of the normal styling pump wagons anyway. Plus. 50 is a good change to start out with this is a big huge buff.
Yeah. It’s a 33 increase to ammo so yeah. This unit was already i don’t know why they’re changing it like this to be honest maybe they looked in the stats.
And saw hey no one uses authors raiders. They’re not a bad unit. I feel like i’ve seen you mayas.
And some very good dwarf players make good use out of them that marked by ulthar is very good uh four more ammo with the amount of damage they can unleash per volley. Unless i’m misunderstanding what this means is a huge buff for them so that’s interesting. I don’t hate it now silver and guard are an interesting unit man um.
That they are a staunch line of spears. There’s no other way to put it yeah. I think a lot of people were feeling like they were a little bit too strong so they’re gonna get two additional base weapon damage.
But lose some ap instead. I guess fair and only in multiplayer they’re gonna get a 50 gold price increase which i also think is fair. I’m fine for them to stay how they are in campaign in multiplayer probably a little bit too cost effective probably a little bit too good against too many units.
I mean i’ve used them quite a bit and they can pretty much go toe to toe with i mean they’ll beat up like berserkers and stuff. It’s weird dude like they do really well that combination of high mid defense. The high ap.
They had the magic resist the hot. I mean everything marshall prowess like they are a tough line to crack and they were probably a little bit too cost effective. So good change there in my opinion.
And this is also a good change. El thorion is completely overshadowed by the other elf lords. There’s really no point in bringing him.
I can’t think of a single matchup. Where he’s the go to uh you can bring him on foot against like vampire coast. If you want to meme a bit.
And he’s not bad in that capacity. But on stormwing on his griffin. His griffin.
Just doesn’t bring enough i mean compared to carl franz’s deathclaw. Like stormwing is just not very good. It’s not that he’s bad.
He’s a good lord. But he was over costed and that’s the biggest problem he’s a versatile hybrid caster who’s paying a lot of money to be versatile. But his board of magic isn’t amazing um.
He just needed a price reduction and they’ve done it here. So i don’t know if this will be enough to to make you want to pick him over a larial or checklist probably not but it’s at least a step in the right direction. So happy with that change for sure retonia.
Repents is going to be moving faster. Now good so she can keep up with her grail knight companions. Better and charge.
Speed also changed you’ll never ever see the difference between those two. But this is substantial uh. I believe grill knights move at 76 speed so getting her to 75 instead of 70 means if you’re rolling her in a control group with them you’re not slowing them down.
Really which i like and she’ll be rolling with questing knights and stuff too i can’t remember the movement speed of questing knights. They’re not quite as fast as grail knights. But and questing knights right now are considered a better unit in multiplayer than grails are and they might have more i think in campaign you probably want to go grails.
But yeah questing nights either way like she’ll be moving faster and support her cavalry better it’s gonna change okay. Well you guys know all about these we’ve talked about them before yeah. That uh the power creep video the ability video it seems like i mean i’m sure.
It wasn’t just my video that uh kind of worked our way towards these changes. But i probably had something to do with it i would think they do usually watch those kind of videos. They’ve told me so in the past so we’ve got lord of dragons fermented fungi you’re next they need stab and spin and loons and loons of eight peaks.
All changed a bit. And what we’re going to be seeing here generally speaking the way ca have decided to rebalance a few of those is to just lower their cast range and their duration. Which i think is fair so the biggest issue.
I had was that emrick for instance would be debuffing. Some unit across the map. Any unit from 150 meters away.
That’s kind of gross right like that’s not a dueling ability. I mean emerick’s not even known as a duelist in the first place. But if you’re gonna give him a dueling ability then make it a dueling ability that has low range right like that’s the point of dueling.
If you’re just. Saying. Hey fu and your stats from across the map.
It doesn’t have anything to do with who you’re doing like i’m a star dragon. I’m fighting on one flank. I shouldn’t be able to debuff your heavy cav on the other flank so by changing the range from well cutting it in half essentially that is going to make it more likely that whatever you debuff is what imrick is going to fight what grim gore is going to fight.
I like that change duration reduced by eight seconds there year duration cut in half that’s a rampage. We’ve already talked about and it’s funny because there are a lot of people who were like hating on the fact that i didn’t like this ability. But everyone was in complete agreement that rampage sucked for lizardmen.
Though why are we suddenly liking rampages that make enemy lords start dying like uh. I just don’t think it’s a thematic or fun way to play there’s already a plethora of crazy tools that completely dumpster enemy lord stats. Why are we adding abilities that make you lose control of them as well there’s a net.
There are plenty of nets in the game. But they don’t make you lose control of the lord. They don’t force the lord to go into a really bad position.
They just freeze them in place. So yes. If i do something stupid like float over a bunch of weigh watchers.
I’m gonna get netted and i’m gonna get shot up and it’s gonna be bad. But at the very least it’s not making me throw my lord into the teeth of the enemy army from which there is no escape once the net is over i can run away with a fermented fungi mechanic that was lasting for half a minute more than half a minute if i land in an enemy army on the ground my lord’s just dead. He’s not getting away green skins.
Have too many tools with poison and fast movers and wolf riders and goblin big bosses that they’ll route my lord no matter who they are and then just run them off the map. So i felt like with how long that was lasting and the fact that it would throw your lord into a really bad position. Whereas a net just freezes them in place.
I felt like it was maybe a little bit too much so ca felt so to apparently cut it in half and the cast range down 25. I’m glad they didn’t do it quite so dramatically like the one they did here uh. It’s good that they didn’t like cut it in half.
I think 75 is a fine cast range and it’s it’s a much less dramatic change uh. So same thing with grim gore cast range 150 to 75 makes it more of a dueling ability. I i think that’s a good change overall they need stabbing same thing uh.
I still think that for 400. I think is what it is or a goblin big boss on a wolf that minus 30 armor and minus 24 million defense. I think is what it is is a pretty crazy debuff stackable debuff that you can keep on a lord for the entirety of a game.
If you alternate between the two you’ve got them big bosses. But with the orc. The black or big boss and some other heroes coming in and being pretty useful in quite a few matchups probably won’t be seeing the double goblin big boss as much so it’s not as big a deal and this does make it more of a dueling ability.
So again fine with that for now. See how it shakes out and if it’s still op. It’s still op.
But i probably won’t be as big a deal now because you can’t say hey emrick you’re 150 meters away you suck be afraid of my terrifying. 450 gold wolf. It didn’t make any sense all right spinning loons cast range is lowered really small change there i mean hardly noticeable.
But this is a big one no longer cast. If the unit is below 25 percent health. It appears that the ep loonies might still be able to do so.
When they’re below 25 health. I’m not sure as a regiment of renown and that’s how i see you want to handle that that’s fine did feel like the ep loons were already a ubiquitous pick in a ton of match ups. Maybe like all the match ups.
So this change. Where you can cast them is a little bit weird to me. I’m not sure that like they can teleport.
But i think a lower cast range is fine means. It’s harder for them to kill your archers in the back line and overall. I will be curious to see how that shakes out in a actual battlefield capacity.
So greenskins in a very good spot in terms of multiplayer. Right now. I think they’re a very strong faction and even with a few of these changes to abilities.
I don’t think this is going to be particularly detrimental to them and i don’t think this will be particularly detrimental to the high elves either their lords are already godlike and azer are in a pretty good situation anyway. But it’s a really awkward position creative assembly find themselves now with coven 19. And with their quality assurance and their ability to release content.
That isn’t riddled with massive game. Breaking bugs uh. I’m not mad at the fact that this is one of the buggiest releases.
We’ve had in a while i think in this situation. It can at least be partially forgiven simply. Because of how crazy the world is right.
Now. The fact that the entire team is working from home. And has been i i think that correlates pretty strongly with the fact that there is a pandemic going on so there’s an element that says okay.
I can give them some slack on the other hand massive game. Breaking bugs are nothing new to total war games. And i am nervous for the future when i’m thinking of warhammer.
3 for instance in that one little scrap spaghetti piece of code seems to be able to cause massive reverberating issues throughout entire playthroughs in some cases force people to abandon them entirely. And that’s scary. When you’re talking about adding.
A full new game on top of everything else with many new factions. An entire new region of the campaign map. I i am worried for the future that we’ll end up hitting some kind of crazy snag.
And it will completely kill off huge portions of the game for pretty substantial amounts of time hopefully that never happens but i can see it happening when we’ve had stuff like norska and we’ve had releases like this one that are in the god track bug and the weapon skill bug. And blah blah blah. I mean we’re gonna have to go month.
And a half two months probably before we get all these issues addressed and it’s still not gonna fix everything and even with this beta. For instance. There’s a new problem.
That’s been rearing its ugly head green skins and norska apparently you can’t confederate. If you manually fight a battle in which you kill their faction leader. So if you’re wolfrick and you kill throg on like turn.
Five you can’t confederate him there won’t be a confederation pop up the same thing. If you’re a grim. Gore and kill gorfang rockgut early on you can’t confederate them on the beta.
I’ve heard if you ought to resolve it the confederation thing will pop and you can confederate them that way. But that’s still a problem especially in the early game. Because you can’t afford to be on resolving that early in a play session.
So yeah hopefully that gets fixed. I’ve not seen it myself. I’m not actually playing any campaigns on the beta.
Yet i will hopefully do so soon. But yeah like that’s that that is one of the huge new mechanics for the green skins bit awkward. That that has uh shown its head here in the early stages of the beta.
And people have already noticed it. So. Yeah.
I am. A little nervous um. I i can cut some slack in this situation.
I mean normally. I can anyway. But especially because of covid and all of that craziness but man like i i really hope that we don’t run into another norska for warhammer 3.
And it seems like maybe it’s something we’re trending towards if creative assembly can’t get that quality assurance in order and uh deal with it a bit more stringently. Do a little bit more bug fixing before we get the dlc in the first place. Hopefully.
That is something they can address moving forward overall pretty happy with the beta patch from what i’ve seen on the patch notes anyway and i was quite happy with the dlc. But yeah. These bugs are they can be pretty killer.
So i hope you guys enjoyed this look at the patch notes and let me know what you think of it. And i will see you all in the next video. Any pride signing out for now have a going guys.
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