2.2 Final Patch Preview

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Caeltos
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2.2 Final Patch Preview

Postby Caeltos » Tue 12 Nov, 2013 3:26 am

I will update this frequently, so stay tuned

- New unit added: Vindicare Assassin

Cosmectic Changes
- Updated the visual appearance of Mark of Tzeentch Chaos Space Marines
- Eldar Warlock (Hero) now has a new final unlock visual
- Chaos Raptor now use Khorne Marine animations (Doable?)
- Added alot of more colors into the Army Painter
- Added abit of a small visual effect to Devastators when using Vengeance Rounds

General Changes
* Dark Reapers weapon type changed from plasma_pvp to inferno_pvp
* ^ Reults in the following overall changes;
* -50% damage to SHI and 25% less to HI
* +30% Infantry types
* -50% less damage to vehicles
* Mekboy Turret damage has been re-evalutated. It should now deal more damage at mid-long range, and less in close damage.
* Chaos Raptor 'Daemonic Fury' now tracks the target
* All Autocannons now have their setup / tear-down time reduced to 2

Space Marines
* Land Raider Redeemer cost decreased from 800/200 to 700/180
* Land Raider Redeemer build time increased from 75 to 90 seconds
* Increased the Build Time on Tactical Flamers from 20 to 25 seconds
* Sternguard Vengeance Rounds no longer suffers a range penalty
* Reduced the AoE on his passive healing aura from 25 to 20
* Apothecary Chainsword cost increased from 100/20 to 100/25

Chaos Space Marines
* Land Raider Phobos cost decreased from 800/180 to 700/160
* Land Raider Phobos build time increased from 75 to 90 seconds
* Added a 0.5 second delay to Sigil of the Rift
* Blight Nade Initial Explosive damage increased from 45 to 65
* Blight Nade AoE damage reduced from 10 to 5
* Plague Marine health regeneration increased by additional 0.5
* Kill the Weak cooldown increased from 25 to 40 seconds
* Daemonic Roar fear duration increased from 5 to 6 seconds
* Mark of Nurgle Predator Autocannon damage increased from 50 to 65
* Mark of Nurgle damage-over time reduced slightly
* Mark of Nurgle damage-over-time duration increased
* Empyreal Abyss outer rift damage increased from 7 to 10
* Subjugated targets now deal additional 25% and have their speed reduced by 1.0 for the duration

Grey Knights
* Brother-Captain now gains a 0.5 speed increase when retreating
* Brother Captain Aegis Armor bonus health from 100 to 200
* Stormtrooper cost reduced from 230 to 210
* Stormtrooper Sergeant now carries a bolt pistol and chainsword
* Stormtrooper Sergeant ranged dps reduced from 8 to 6.4
* Stormtrooper mines now inflict 25 damage
* Strike Squad health reduced from 1095 to 1050
* Added a minimum distance range for Interceptor Teleport & Intervention
* Purgation Squad "Clear Vision" - split into two , depending on weapon
* Purgation Psycanon retains the 'Clear Vision' ability & function as normal
* Purgation Incinerators now gain 'Purged by Fire!' - Slows down all non-vehicle units in the target area by 90% channeled ability. Last for 5 second and 50s cooldown
* Purifiers now have Energy Transfer (Purification // Strike Squad) by default
* Nemesis Vortex had a slight damage reduction
* Removed the AoE knockback on Krak Grenade for Interceptor
* Paladin Aura is now exclusive and does not stack

Eldar
* Crack Shot now increased the units weapon range by 7
* Warp Throw now shows you a warning indicator on where it's being cast
* Merciless Witchblade ranged-stance weapon cooldown from 0 to 1.0
* Reduced Eldar Webway Gate health from whatever value it was to 250
* Dark Reapers weapon type changed from plasma_pvp to inferno_pvp
* Dark Reaper dps increased from 15,17 to 16,687

Tyranids
* Reduced Lictor Alpha health from 670 to 630
* Ravener Broods pop reduced from 5 to 4 each (from 15 to 12)
* Ravener Alpha Synapse Aura (Damage) effect reduced from 30% to 25%
* Tyrannoformation speed radius increased to 100 from whatever it was before
* Venom Brood Leader no longer benefit from Toxin Sacs
* Hormagaunt Brood Leader no longer benefit from Adrenal Glands
* Blade Flurry energy cost reduced from 150 to 100
* Doom of Malan'tai Leech Life radius decreased slightly

Imperial Guard
* Lasturret now has "Improved Fortifications" upgrade , grants them Fire Resistance + 125 hp and increases the Turret damage by 50%
* Lord General "Back into the Fight!" - Heal ability whatever now only effects self-owned units
* Comissar Retinue (LG) cost reduced from 100/10 to 75/10
* Vox Operator (LG) cost reduced from 120/25 to 100/20
* Banewolf red cost reduced from 175 to 150
* Kasrkin cost reduced from 450/50 to 450/40
* Kaskrin Weapon Training cost reduced from 85/15 to 65/15

Orks
* Painboy melee dps reduced from 50 to 40
* Painboy health reduced from 800 to 700
* Flash Gitz Blasta upgrade cost reduced from 80/40 to 75/25
* Flash Gitz Gitfinda upgrade reduced from 75/20 to 65/20
* Spiky Armor cost from ??/?? to 100/20
* Spiky Armor now grants a new ability called "Center of Attenshun" (orkify maybe) that taunts a nearby squad in radius of 20 of the Warboss to attack him for 5 seconds. Cooldown 60s , energy cost 30

MORE OR LESS FINISHED.
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Re: 2.2 Final Patch Preview

Postby ThongSong » Tue 12 Nov, 2013 3:47 am

the changes to the GK stormtrooper sarge make me sad, but probably wont be as bad as I make it out to be.

Astral aim on the purgies sounds cool.

Interceptor minimum teleport distance will change things up a bit, probably make CoA + teleport spam a bit less over the top.

Do like the changes to dark reapers. right now it felt they really didn't do much to regular infantry and overperformed vs vehicles and HI
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Cyris
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Re: 2.2 Final Patch Preview

Postby Cyris » Tue 12 Nov, 2013 4:35 am

Good stuffs.

The Dark Reaper change is exactly what I was hoping for. The unit goes from anti-SM to a high dps fragile ranged squad that deals good damage too all targets. Perfect!

Mekboy turret change sounds like the right direction!

Really good to see Nurgle Pred getting some eyes on it. I used the upgrade once, against swarmy IG who massed guardsmen, which seemed like the best place for it. It did nearly nothing and was the last time I ever built it. Gonna give it another try with this.

A bit surprised by the two LR price reductions. Not so sure why they were needed?

IG turret upgrade is terrifying. That lasturret, in the hands of smart players, is quite strong for early game push/power camp. Giving it even more damage and removing their flame vulnerability is incredibly worrying. I really hope this gets some serious testing. Also, will this increase the return on salvage? What is the cost?

GK:
A bit sad to see the costs of their units mirror SM now, but if it ain't broke...
What is the thought behind a IST sarge with a melee weapon he will never, ever swing ;)
* Purifiers now have Energy Transfer by default - Is this the strike squad skill? Is this the Purifier skill? /confused
Purgation squad might actualy counter melee in T1 now! Horray!
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Forestradio
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Re: 2.2 Final Patch Preview

Postby Forestradio » Tue 12 Nov, 2013 4:49 am

Liking the proposed changes to purgation and the slight nerfs to interceptors (which are bullshit right now).

Interceptor builds>>>>>>>purgation builds right now, and this should balance it out.

MOAR BUFFS FOR THE BUFF GODS! :D
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Re: 2.2 Final Patch Preview

Postby Sub_Zero » Tue 12 Nov, 2013 12:08 pm

* Reduced the AoE on the Apothecary passive healing aura from 25 to 20
* Apothecary Chainsword cost increased from 100/20 to 100/25

That is just shocking... What is the need to make these nerfs? Commisar lord can buy a superable 50 power melee dps sword and become a FC and only for 100 / 20. That is the wargear which deserves price increase. But sanguine sword? It only gives 39 dps (starting dps of FC) and healing on hits and a better charge. Please, decline this nerf.
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Torpid
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Re: 2.2 Final Patch Preview

Postby Torpid » Tue 12 Nov, 2013 12:39 pm

Looking alright. I like the grey knight changes, mines doing damage means they will be legitimately useful now in 1v1, and I will be getting a lot more 3x IST builds -> purgs. Hmm, I still can't think of what that chainsword is for, how much dps will it do, will it proc specials, I doubt it right lol?

Mek turret change is great, as is the painboy dps reduction. Kinda shaky on the apo nerfs, don't feel like that's exactly where you could nerf him, but ok. Initial damage increase to blight grenades is pretty damn terrifying, that thing already wipes hormagaunts instantly due to their leap thing, yikes, PC is gonna be way too scary vs nids/orks.

Fortified Lasturret is gonna be weird, I suggest the upgrade time is rather long so it is more of a defensive rather than offensive purchase, otherwise it may be OP.

The bane wolf was 200 red was it not, as it got that increase from retail after being deemed OP, I think 150 red would still leave it OP, it's too cheap resource wise for that red, it's like a deff dread (OP), you get it out instantly come t2 at no detriment to yourself becuase merely wiping a gen farm with it more than pays for its cost.

I appreciate that the bane wolf sees little action in 1v1 due to it being hard to accumulate all that red, however like I say whenever I do get it I win, like, I don't remember a scenario where that hasn't held true. I think having it at 150 red is good, but only if it gets a power cost increase so that unlike the deff dread you actually have to think twice about getting it and you actually do have to try and keep it alive, maybe 65 power instead of 40 - it has no build time and slaughters infantry.
Lets make Ordo Malleus great again!
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Re: 2.2 Final Patch Preview

Postby Orkfaeller » Tue 12 Nov, 2013 6:22 pm

* Stormtrooper Sergeant now carries a bolt pistol and chainsword
* Stormtrooper Sergeant ranged dps reduced from 8 to 6.4


Stormtrooper Sergeants seem to be rockin' a (Power)Sword in most depictions.
Just throwing it out there, dont really care myself.


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Re: 2.2 Final Patch Preview

Postby Faultron » Tue 12 Nov, 2013 9:09 pm

i think they added chain sword to not missleading that they do only normal melee and not power melee dmg type which is fine since this is a game not TT. and its not weird seing them with chainsword, you can see in TT as well.
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Orkfaeller
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Re: 2.2 Final Patch Preview

Postby Orkfaeller » Tue 12 Nov, 2013 9:18 pm

Faultron wrote:i think they added chain sword to not missleading that they do only normal melee and not power melee dmg

Thats the reason why I allways get annoyed seeing the Commissar Lord starting with a non-power-damage-power-sword just to upgrade it to an identical actual power dmg one.
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Re: 2.2 Final Patch Preview

Postby PePPeR » Tue 12 Nov, 2013 10:09 pm

Cant complain, changed looks fair enough.

Dam sigil man needs to be banned from warping enemy units into death blobs or wraping enemy units period. Its the most obsurd thing happens in the game. Let it be used for all other purposes, but the ability of warping enemy units must be looked at.
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Re: 2.2 Final Patch Preview

Postby Lost Son of Nikhel » Tue 12 Nov, 2013 10:20 pm

- Kill the Weak cooldown increased from 25 to 40 seconds

Is there any reason for this? Of all abilities that Chaos have I always have found Kill the Weak! one of the most balanced: powerful, but difficult to maximize his effect due the little range of the ability and the Chaos Lord slowness.
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Torpid
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Re: 2.2 Final Patch Preview

Postby Torpid » Tue 12 Nov, 2013 10:24 pm

Well, he often got to use it twice in a single engagement which is just too strong really.
Lets make Ordo Malleus great again!
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Orkfaeller
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Re: 2.2 Final Patch Preview

Postby Orkfaeller » Tue 12 Nov, 2013 11:19 pm

Maybe give 'em a short damage resistance after warping?
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Shas'el Doran'ro
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Re: 2.2 Final Patch Preview

Postby Shas'el Doran'ro » Wed 13 Nov, 2013 2:11 am

Hey, please fix the Inquisitorial Storm Troopers Voice Overs, they are still missing!

Also, why not revert the Mek turret to it's previous state where it was actually useful and could suppress? I tried it a few games back and it was useless. Barely any damage, weak health and ridiculous cost for what it could do. Not that I play Orks anyway but why break this? Was it really necessary to removed the suppression effect from that turret?
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Re: 2.2 Final Patch Preview

Postby Broodwich » Wed 13 Nov, 2013 2:52 am

The chainsword nerf just means there is less reason to get it over bolter. Maybe if it gave +10 melee skill, but as is he is squishy and then just gets knocked all over the place in melee so why put him there in the first place?

Love the rest especially DR and GK!
Last edited by Broodwich on Wed 13 Nov, 2013 2:53 am, edited 1 time in total.
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Re: 2.2 Final Patch Preview

Postby ThongSong » Wed 13 Nov, 2013 2:53 am

Orkfaeller wrote:Maybe give 'em a short damage resistance after warping?


but if it works both ways and you suddenly get 2 squads of melee tics with DR appearing behind your front lines, then you are just as screeeeewed
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Re: 2.2 Final Patch Preview

Postby Kvek » Wed 13 Nov, 2013 5:46 am

PePPeR wrote:Cant complain, changed looks fair enough.

Dam sigil man needs to be banned from warping enemy units into death blobs or wraping enemy units period. Its the most obsurd thing happens in the game. Let it be used for all other purposes, but the ability of warping enemy units must be looked at.


If it warps your tacs/asm/scouts or w/e it's your fault, it's easily dodged, the only problem is that it tps retreating devs.
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Re: 2.2 Final Patch Preview

Postby Sub_Zero » Wed 13 Nov, 2013 6:42 pm

Caeltos, could you explain why the sanguine chainsword becomes more expensive? It is rarely used among apo players and now it will be even worse. More cowards with bolters, less fighters with chainswords... If you want to adjust the cost to Lictor Alpha "healing" weapon then it is not fair. Feeder tendrils do very high damage and heal for 13 points on level 1 without armors. And with levels and armors lictor only becomes healthier so stronger becomes the heal on hit (2% from health). And apo is stuck with 25 points per hit. The wargear has no uses in t2 because everything will kill apo even if he has this sword. In t1 he tanks a lot of stuff. There are some really strong weapons in the game for 100 / 20. Kommando Nob's knife, Lord Comissar's power sword etc. Why are they not getting price increase?

Why nerf Apo?

These nerfs came from nowhere, they were not discussed anywhere. Or were they?
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Re: 2.2 Final Patch Preview

Postby Raffa » Wed 13 Nov, 2013 6:57 pm

Because if you let the Apo play his game you are dead. The best way to stop him is obviously to force him off, and the best way of doing this is swarming him, or if not then focus firing. Sanguine helps mitigate this.

If he gets the Heal off when he wants, in the engagement he wants, he wins (unless you are against 2x shuri). Sanguine gives him more time to do that and lets him beat weaker swarmy units that would otherwise force him off or make him waste his heal. 100/20 was undercosted.

And how on earth can you compare Feeder Tendrils to Sanguine Chainsword? :P You're literally comparing the tools of a professional assassin to a professional doctor's.
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Re: 2.2 Final Patch Preview

Postby Lulgrim » Wed 13 Nov, 2013 7:40 pm

Broodwich wrote:The chainsword nerf just means there is less reason to get it over bolter. Maybe if it gave +10 melee skill

80 melee skill hero? Lol?

Raffa wrote:And how on earth can you compare Feeder Tendrils to Sanguine Chainsword? :P You're literally comparing the tools of a professional assassin to a professional doctor's.

Lies, you can't even get a narthecium.
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Re: 2.2 Final Patch Preview

Postby Dark Riku » Wed 13 Nov, 2013 8:58 pm

Caeltos wrote:I will update this frequently, so stay tuned
Satying tuned. First thoughts then :p
Caeltos wrote:* Reduced the AoE on the Apothecary passive healing aura from 25 to 20
* Apothecary Chainsword cost increased from 100/20 to 100/25
As said before. Out of the blue nerfs which doesn't make sense to me :/
Unless there are more changes to come for apo?
Caeltos wrote:* Blight Nade
I guess you are going for a higher reward on hitting rather then the AoE doing the work. Curious to see the difference.
Caeltos wrote:* Kill the Weak cooldown increased from 25 to 40 seconds
Again out of the blue nerf for me. Isn't he supposed to be a nuisance with this?
Not to mention you can bait it. Or it can even fuck itself over if he does a special right when you trigger it. Always makes me sad :( Unless it's the enemy :D

Lulgrim wrote:80 melee skill hero? Lol?
BARRANCE!! 1MS would already be enough if this path would be taken ^^
Last edited by Dark Riku on Thu 14 Nov, 2013 9:40 am, edited 1 time in total.
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Toilailee
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Re: 2.2 Final Patch Preview

Postby Toilailee » Wed 13 Nov, 2013 10:07 pm

Revert mek turret!
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Re: 2.2 Final Patch Preview

Postby Dark Riku » Wed 13 Nov, 2013 10:19 pm

Toilailee wrote:Revert mek turret!
Somehow I forgot this. But would like to add non-salvageable too.
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Re: 2.2 Final Patch Preview

Postby Broodwich » Thu 14 Nov, 2013 1:11 am

Hum, for some reason all this time I thought apo had 60 melee skill. Was that way back in CR or was I thinking of another hero?

Anyway, point still stands, I only use the chainsword when im screwing around (maybe sometimes vs sm/chaos (and screwing around)). The damage upgrade does not deter melee units and he is still too weak to run out into the open vs dakka, as basically any knockback he gets and he is dead before he can reach target. Unless you drop more money on armor, too. Much better combo is bolter+vial
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Re: 2.2 Final Patch Preview

Postby Forestradio » Thu 14 Nov, 2013 1:20 am

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Re: 2.2 Final Patch Preview

Postby Lulgrim » Thu 14 Nov, 2013 5:23 am

Apo "always" had 70 melee skill (I'm not sure about pre-CR stats).
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Re: 2.2 Final Patch Preview

Postby Torpid » Thu 14 Nov, 2013 6:22 pm

Broodwich wrote:Hum, for some reason all this time I thought apo had 60 melee skill. Was that way back in CR or was I thinking of another hero?

Anyway, point still stands, I only use the chainsword when im screwing around (maybe sometimes vs sm/chaos (and screwing around)). The damage upgrade does not deter melee units and he is still too weak to run out into the open vs dakka, as basically any knockback he gets and he is dead before he can reach target. Unless you drop more money on armor, too. Much better combo is bolter+vial


The charge range bonus from the sanguine means you can quickly tie up enemy ranged units alongside your jumping asm and then be nearby to heal them in an instant to ensure you lose no models. Sanguine trolls chaos quite hard, especially the chaos lord as his melee damage is subpar in t1 so he can't scratch the apo solo, not to mention vials decimate tics and the apo can bleed tics so much. The tics don't really want to engage him alone when capping because they just feed him exp and made his heal even more uber, then the charge range increase means you tie up those csm easy, which alongside asm on their havocs means they have much less to hurt your scouts with. Sanguine is very viable, it's a great wargear.

That being said whether it deserved a nerf or not I'm unsure of.
Lets make Ordo Malleus great again!
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Re: 2.2 Final Patch Preview

Postby Shas'el Doran'ro » Mon 18 Nov, 2013 6:02 am

Toilailee wrote:Revert mek turret!


For once Toilailee and myself actually share something, I too say "Revert the Mek turret!"
"To divert from Tau'va is stray away from the one true path, and to stray from the one path is to walk into darkness and despair, only together, serving Tau'va can we prosper not only as an empire but as a race." -- Shas'el T'au Doran'ro
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Caeltos
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Re: 2.2 Final Patch Preview

Postby Caeltos » Mon 18 Nov, 2013 8:10 pm

Updated the list. I guess it's around 99% finished.
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Re: 2.2 Final Patch Preview

Postby Lost Son of Nikhel » Mon 18 Nov, 2013 8:50 pm

"Pater, peccavi in caelum et coram te; iam non sum dignus vocari filius tuus". Dixit autem pater: "manducemus et epulemur, quia hic filius meus mortuus erat et revixit, perierat et inventus est"

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