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Daemons Race Changes (Games : Dawn of War : Mods : Ultimate Apocalypse Mod (DOW SS) : Forum : What do you want to see in the future? : Daemons Race Changes) Locked
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Jan 6 2013 Anchor

I'm actually a bit curious as to what possible changes the crowd wants with Chaos Daemons. Upon its release I have noticed that most people did not really care about Daemons as much as other races, I can sort of see why, but if there is anything in the future you would like changed, report it here!

The main focus of the Grand Release was Chaos Daemons, but shoot, apparently not the Apocalyptic race, speak your minds!

Jan 6 2013 Anchor

Would it be possible to change what the Daemon Herald looked liked depending on which Mark you choose. The current one looks good for a Khornate Herald.

Small complaint: The amount of effects that can be on screen at once (the pulsing brown from lvl. 3 listening posts, the Hell Fire, and the fact that everything is on fire at once) makes it a bit hard to keep track of my units and lags a bit in skirmish.

Apocalypse "WIN": The current one sends a daemonic creation to the core of the world where it destabilizes the core causing molten rock to flood the map. (I think) Wouldn't Chaos Daemons drag the world into the Warp where reality itself breaks down as the world is transformed into a Daemon World. This is demonstrated in the opening of Dawn of War 2: Chaos Rising where Angelos describes what happens to Planet Aurelia. (Just a suggestion, you know better about this than I do.)

Jan 6 2013 Anchor

Hmm. I suppose the economy could be tweaked a bit. I find it very difficult to get a proper requisition flow with the Daemons, given the high requisition cost of teching up and units. Perhaps if warp signatures worked in a similar fashion to the 'nid's reclamation pools? Providing a small boost to requisition? Just my thoughts on the race so far.

I'm also unsure about the hellfire effect directly damaging all enemies in a large radius. Seems slightly OP to me, but that's just my opinion.

Jan 7 2013 Anchor

I would agree on heralds to be different for different chaos gods. And also is it possible to add flamers, fiends, bloodcrushers, etc., as there is a bit of a lack of unit at the moment...

I agree that the effects could make it difficult to track all the warriors on the battlefield and that the economy is quite weak (although it is fine for me)

I would really lke to see the changeling implemented, but that's just thought

Jan 8 2013 Anchor

Well, from my experiences, Daemons have the cheapest "Win" button cost, in correlation with their Econ system. I'm not sure about it honestly.

The Daemon pit/Sacrificial pit, It'd be nice if they weren't deepstrike by default, having to constantly deepstrike multiple pits just to maximize squad sizes
and proceed to place them back in deepstrike que is quite time taking.

I think it would be great if they had a mid-tier giant demon of somekind in place of their heavy vehicle support, maybe a Bloodcrusher or a Daemon Engine of somekind.

I know that Possessed SM's are technically Chaos Spawns, but it'd be cool to have Chaos Spawns based on the miniatures, just because. Well, to be honest, the daemons need more daemons that cant be found in Chaos Space Marines.

Concerning the Maledictum, I think its placement needs to be bigger, or be it's own temple/structure/pit, the last time I played, I had to spend half the game looking for him as I accidentally stopped constructing him and couldn't find him.
Even then though, I also think that the Hell Spawn needs to be beefed up in size, It'd be really awesome if it were to be as big as the Arch Angel, and fired slower but bigger bolts with bigger explosions. And maybe change him up abit, remove his global range by default and give him upgrade paths, one gives him close range fighting capabilities, and the other gives him the global range, but currently though, I like his capabilities as they are.

Oh yeah, Daemon Herald can't fly, but I think that's already been reported.

Jan 10 2013 Anchor

I mean absolutely no offence whatsoever when I say this and am extremely sorry if you take this the wrong way, I mean it as constructive criticism.

I think the reason daemons wasn't as exciting as expected is because not a lot is new. The builder, some buildings, possessed marines, obliterators (and mutilators which look very similar), warp beasts, lesser daemons, greater daemons and daemon prince we have seen before. Don't get me wrong they're super cool but because we'd seen it before the excitement didn't last. The hell spawn isn't great looking in my opinion and the soul grinder wasn't the awesome model that was expected.

Nevertheless I still play Daemons as much as any other race :D I look forward to the patch!

Jan 16 2013 Anchor

With the 1.71 patch I've noticed that the devastator obelisks have become incredibly powerful - one obelisk can destroy a squad in no time flat. Once you factor in a cluster of obelisks, as the AI tends to build, you've got yourself an army-nullifier. I'd suggest that they be nerfed in future patches.

Jan 17 2013 Anchor

most of the deamons are not new :(
it to me feals like insteat of a new race its just a branch off chaos

Jan 19 2013 Anchor

I just had an idea. If the developers are willing to add a bunch of new units, it'd be cool if the Daemons faction gets the Forge of Souls exclusively to them. There by having the machinations of chaos with them, thus more units and variety...?

Jan 23 2013 Anchor

I am actually now leaving this mod entire to my friend and team leader of the Daemons mod, Gambit, to hopefully sustain the relative codex and tabletop features that should have originally belonged to the Daemons race. Yes, more units, more everything.

I meant the Daemons mod, the Ultimate Apocalypse mod is mine. :P

Jan 24 2013 Anchor

Hi everybody...i quote Jazz Devastator Obelisk are incredible powerfull i played with a cpu who built 24 obelisk, only a titan could destroy them.. thanks for this mod :)

Jan 24 2013 Anchor

Shorten range and make a range "upgrade" back to normal or greater distances for req and some daemon power on the obelisk.

Or dumber and crazier idea for chaos worship:
Tzeentch: upgrade your turrets to greater range than the current obelisk range, add a very short ranged detector skill on cooldown, yes this doesnt synergize perfectly
Nurgle: increase morale damage and turret health, upgrade to current obelisk range
Khorne: larger aoe! double shot! not as accurate (actually helps spreading aoe) and doesnt get the range bonus at all though
Slaanesh: increases morale regeneration locally, upgrade to current obelisk range and increase rof
undivided: unchanged from current obelisk, but doesnt require daemon power to upgrade into
if nothing is picked, you can have it still upgrade like undivided with same costs or just prevent upgrade, although latter might be drastic for T2 upgrade

Edited by: theshodan

May 8 2013 Anchor

Minor Daemons could would benefit greatly if they had a way to temporarily halt destablisation so that they can maintain assaults.

Jul 21 2013 Anchor

well i found deamons to be my FAVORITE race to play although the obelisks where quite OP and i cant wait for them to return and as for the separate heralds idea i think that would be awesome and in order to do it you could probably have 4 different heralds to build and you would get a different option depending on the mark you choose or you could make it a wargear choice from the herald (like at appearing a normal human and then becoming the deamon herald)

EDIT:what i meant with the marks was to just use it for the herald like for the space marines how you can do the dark angles chapter or first company

Edited by: cpt98

THEONLYDarkShadow
THEONLYDarkShadow The Entity of Chaos
Aug 5 2013 Anchor

Jazz-Sandwich wrote: I'm also unsure about the hellfire effect directly damaging all enemies in a large radius. Seems slightly OP to me, but that's just my opinion.

The Hellfire actually doesn't really do any noticeable damage. I noticed this when I played as them and against them.

Jazz-Sandwich wrote: With the 1.71 patch I've noticed that the devastator obelisks have become incredibly powerful - one obelisk can destroy a squad in no time flat. Once you factor in a cluster of obelisks, as the AI tends to build, you've got yourself an army-nullifier. I'd suggest that they be nerfed in future patches.

Oh yes, those Devastator Obelisks are SO cheap. Probably because their heavy weapon upgrade doesn't replace the previous weapon but adds on to it; however, it is actually an interesting idea. If you made every turret like that the Devestator Obelisks wouldn't seem so overpowered anymore. 'Course, then every turret would be a complete army destroyer.

One more thing: Don't put the marks back in! At least, not in the same way Chaos' marks are. One of the best things about the Daemons is the ability to use all the greater daemons at the same time. It was also one of the things that made them unique from Chaos as well.

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Feb 24 2014 Anchor

Daemons, are my FAVORITE race, although I do think it is lacking some things that would make them just as good as the other races, I think the health of the greater daemons needs to be boosted a lot. I say this for a few reasons...#1 because they are supposed to be what their patron gods stand for, and to do that they have to be very powerful, and #2 because the avatar of Khaine can have health that goes up to 27000, that doesn't seem fair to me, and I realize you can only get 1 avatar but maybe, you should boost the health and power of the greater daemons, and decrease the amount of greater daemons you can have fighting. Some other ideas I have are that, they're are some key Daemons missing, Like the Bloodcrushers of Khorne, and the Skullcannons of Khorne, The Changelings of Tzeentch, The Beasts of Nurgle, and the Seekers of Slaanesh,. I also think each greater daemon should have an ability, the lord of change and the great unclean one has abilities, and that leaves the keeper of secrets, and the bloodthirster lacking in that aspect. A few more things, I think the health of the Soul grinder should be boosted a little bit, and the model of it should be changed, it doesn't look much like an actual soul grinder, it looks more like a huge defiler. I also think the super weapon of the daemons should be changed, I think it should be more like the other races' super weapons.

Last thing: DON'T use the marks system for the daemons, its one of the best things about the daemons that you can use all the daemons with no restrictions, it made them unique compare to chaos
It would be great if you took my ideas into consideration, thank you for your time.

Mar 1 2014 Anchor

Removing Daemons from Chaos Marines, the same way that GK were removed from SM, would be a good thing I think. :O
And then, well adding new Daemons or Daemonical Machines, not based on colorswap like the Pink/Blue/Black Horrors can be pretty cool, just so that Daemons can have as many different units as the other races do.
It'd be fun to have marks too, which could boost one or two Dark Gods' spawn, and give the possibility to build specific things. Like you know, choose Khorne'n'Nurgle's mark, which would boost durability, strengt, health etc for each of Khorne'n'Nurgle's Daemons, and allow the creation of Great Uncleane One and Blood Thirstier, etc. If it's not already the case I mean, it'd be a while now, since I play with this race.

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