Title: Total War: WARHAMMER II - Curse of the Vampire Coast
Genre: Action, Strategy
Developer:
CREATIVE ASSEMBLY, Feral Interactive
Publisher:
SEGA, Feral Interactive
Franchise:/p>
Minimum:
English,French,Italian,German,Czech,Korean,Polish,Russian,Turkish,Simplified Chinese,Traditional Chinese
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The DLC is high quality, but is extremely unbalanced. they are not a fun addition to the campaign map when playing with any other faction. Honestly its the first addition I wish CA didnt make for this game.. Way over-tuned. It's like they took the best mechanics from several existing factions and put them together without giving them even the slightest handicap. Better artillery than skaven, empire, or dawarfs. Better black arc type deal. Unit summons earlier and stronger than skaven. Better guns than any other faction and they have a ton of ammo and ways to increase it even more. Their endgame army comp is all monsters and artillery. Ridiculous for one faction to have local, global, horde recruitment, and raise dead. No other faction comes close to the campaign power of the Vampire Coast and it really shows by turn 100 when vampire corruption is 75% of the map. Meanwhile CA has nerfed other factions for the sake of multiplayer balance. I regret buying this DLC. It was obviously made for a quick buck on either players such as myself who wanted to support the franchise, or braindead "too tired from work" to play a game with any shred of difficultly. Everyone besides the most tasteless redditors is hoping the Vampire Coast gets a huge nerf in the next patch. This is doubtful as I'm sure CA just looks at the sales numbers and the reddit posts thanking them for fixing the game breaking bugs that came with this dlc after more than a month. It took two patches that broke all savegames to fix the vampire cove corrupted save file glitch. Thanks a lot CA you are doing a great job.. Though there are some aspects to CA's DLC policy that I don't like (namely locking RoR for the classic races behind smaller expansions), I could not recommend this particular DLC more. 9/10 Pro's: - Large, varied unit roster - Unique campaign features - Top quality voice acting (esp Luthor Harkon) - Lore of the Deep Con's: - Some units are much better than others in terms of cost efficiency (especially in multiplayer), for example Deckhand Bombers and Promethian Gunnery Mobs feel very underwhelming compared to Polearm Mobs and Necrofex Colossus. - The final confrontation with Amanar feels a bit lacking. I understand the sheer size of this absolute unit makes it near impossible to implement it as a purchasable unit, but even a rite ability to damage a settlement or army at sea after slaying Amanar would have made it feel more rewarding. This could simply be a slightly altered version of the "Amanar attacks" events you see from time to time. - Invocation of Nehek still monstrously OP, but carries an otherwise weak lore of magic Overall my criticisms are minor and mostly relate to balancing issues. Probably the best TWW DLC to date, I hope they can maintain this standard in future expansions.. Two of the characters (Saltspite and direfin) aren't even vampires, but two of them are so it balances out. Though i can confirm at least three are pirates so i guess its positive overall.. All the starting units are really bad, and they put you against really powerful objectives right away. Once you get past the beginingI hear its too easy and it lets you autowin. So it goes from frustrating to boring.. I have just played this DLC for just a few hours into around the 30th turn (Mortal Campaign). I have not encountered any crash or freezing so far. All went smoothly. And I have not found any bug so far (not that I am aware of). And I am starting to like the new play style of this race. This race has more freedom than any other race on how you expand your power. You have both the ability to occupy settlements (just like other races) and travel as a horde (similar to the horde system in Rome2) but in this game you can build and recruit directly from your flagship. Plus if you choose not to occupy a settlement, you also have a choice to secretly build a hidden pirate cove in the settlement where the owner faction will not know it. And your pirate coves will drain money from the settlements while the owner faction will not even know. This campaign play style is ideal for those who want to live and enjoy a Jolly Roger life where you don't have to worry about managing and protecting settlements. You can freely sail your ghost ship around the world sacking and planting your pirate coves and enjoy other people's money. For the battle gameplay, while most people have complained that the cannons and magic of this race are too powerful. I view it differently. I think this race deserves to have their big guns and magic more powerful than other races to compensate the extremely weak and pathetic infantry. Of course you cannot rely on rotten zombies. So the big guns and magic are their only chance of survival. I think CA should NOT reduce this race's gun power. Otherwise this race will not survive against strong races. It's already good compensation. CONCLUSION - Buy it if you are a fan of pirate life style, who does not mind living and eating among disgusting, pathetic and weak zombies or creatures which you don't even know what they are. And you don't even care to name them nor that you care if they are dead or alive, you just send then to die, no one will even recognize their corpses anyway. These are worthless walking things but you enjoy having them roaming the battle fields. If that is you, buy this DLC. - Don't buy it if you hate weak, unreliable, ugly beyond repair, pathetic units.. -Pretty interesting faction overall. -I am a big fan of the vampires and this faction almost eclipses them in comparison. The vampires may have better lords than their coastal brothers, but the vampire coast has some of the best artillery in the game. You can make the argument that they have the best artillery overall in the game, but they do not have the best unit of artillery in the game. Their monsters have great potential such as leviathans having the ability to take on an entire flank by itself. -Overall the faction itself is a bit overpowered I feel. As previously mentioned, their roster eclipses that of the normal vampires. This causes a few issues as the vampires should be stronger than the coast overall while the coast only having great range options bu that is just not the case. -This DLC is not worth it at full price or half priced. They are a great addition to the game, yes. But the issue is that they are over powered and their single player campaign is bugged. Many people have had multiple issues while playing through the single player campaign and others, myself included, have encountered an issue with the final battle. -SPOILER WARNING: The final mission includes fighting Lokier Fellheart in order to win the campaign. Even if you kill him, the mission will not proceed and you will fail once the inevitable timer runs down. Therefore, you cannot finish the single player campaign and all of your hard work will have no conclusion. So you can really only use this faction in multiplayer and single player battles. -I have not tried to complete their final battle on the mortal empires campaign, but I am assuming it will yield similar results.. Not all treasureu2019s silver and gold, mate, this is either madness, or brilliance. Itu2019s remarkable how often those two traits coincide.. Amazing race pack, probably my favorite since wood elves in 1. Fun as hell factions to play as, love the style of their army and the style of their campaign. and the style of their aesthetics. Very good highly reccomend.. Very cool faction, they're very gun and artillery heavy, which is just nice
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