2.2 Final Patch Preview

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Caeltos
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Re: 2.2 Final Patch Preview

Postby Caeltos » Mon 18 Nov, 2013 9:07 pm

Fret not, cosmetics will make it in. Just maybe not at the start. I haven't forgotten. :mrgreen:
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Lag
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Re: 2.2 Final Patch Preview

Postby Lag » Mon 18 Nov, 2013 10:25 pm

* 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


Good stuff!
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Re: 2.2 Final Patch Preview

Postby Ar-Aamon » Mon 18 Nov, 2013 10:36 pm

Really cool. But will be there a fix for the Paladin\Termi Psycannon bug in 2.2? Nothing mentioned in the patch notes.

@Lulgrim: Or it's not fixable?
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Caeltos
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Re: 2.2 Final Patch Preview

Postby Caeltos » Mon 18 Nov, 2013 10:38 pm

It'll get adjusted. Just wait.
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Re: 2.2 Final Patch Preview

Postby Torpid » Mon 18 Nov, 2013 11:00 pm

It's looking much better than it was originally. There are a lot of radical changes however that will obviously need time to test before judgments can be made, however there seem to be some more inexplicably bad ideas still.

The bane wolf OMGSUPERBUFF being the main one. From 200 red to 150 and no actual resource cost changes? That's pretty mega. (I'm gonna do some inq in 1v1 again I think ;)

I appreciate the attempt to do something about spiky armour but to be honest I can only see this ability being a lil-op, I mean it pretty much makes heretics/horms need to insta-retreat, and then for tougher melee you can combine it with stomp. Also what if you need to jump a foe's lootas with your asm but the warboss just forces them to attack him, alongside the painboy and sluggas and the spiky armour and stomp, damn, they would hurt so bad, meanwhile the lootas of course re-set up, and yes cybork does that job anyway, but with this you still keep the stomp on top of the taunt. Furthermore it could be very nice in teams where you 'drag' units into allied nades/IEDs. Or maybe some zap on the warboss -> taunt shenanigans, don't think those will be innately OP, but overall it seems very strong for the health regen, the great ability, passive damage AND cheap price. We'll see though I guess.

On another note I genuinely CANNOT wait to find out what GK are like now. GK and Inq it is.
Last edited by Torpid on Mon 18 Nov, 2013 11:08 pm, edited 1 time in total.
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Re: 2.2 Final Patch Preview

Postby Lulgrim » Mon 18 Nov, 2013 11:04 pm

Ar-Aamon wrote:Really cool. But will be there a fix for the Paladin\Termi Psycannon bug in 2.2? Nothing mentioned in the patch notes.

@Lulgrim: Or it's not fixable?

See my beta 7 release notes...


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Re: 2.2 Final Patch Preview

Postby Lag » Mon 18 Nov, 2013 11:15 pm

Gotta agree.
* 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

I think making it just a one second thing would introduce more then enough confusion in the middle of a fight (your units cancelling their orders and all), taunting squads flanking suppression teams etc. 5 seconds seems a bit too over the top, especially combined with Stickbombs.
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Re: 2.2 Final Patch Preview

Postby Ar-Aamon » Mon 18 Nov, 2013 11:19 pm

Sorry, didn't saw your post i time. To bad it doesn't work with the rang modifier. Would have been really awesome. Thx for your dedication into this mod, thumb up! :)
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Re: 2.2 Final Patch Preview

Postby ThongSong » Tue 19 Nov, 2013 2:49 am

Lag wrote:Gotta agree.
* 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

I think making it just a one second thing would introduce more then enough confusion in the middle of a fight (your units cancelling their orders and all), taunting squads flanking suppression teams etc. 5 seconds seems a bit too over the top, especially combined with Stickbombs.


I can see this trolling terminators very hard.

or imagine you draw agro on an entire melee blob and then call Roks down on them. splat.
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Re: 2.2 Final Patch Preview

Postby Torpid » Tue 19 Nov, 2013 3:29 am

Well you can still retreat while under its effect I assume, also it only aggros a single unit.
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Re: 2.2 Final Patch Preview

Postby Lulgrim » Tue 19 Nov, 2013 5:12 am

To bad it doesn't work with the rang modifier. Would have been really awesome.

What?
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Re: 2.2 Final Patch Preview

Postby Ar-Aamon » Tue 19 Nov, 2013 10:08 am

Hmm I have the feeling that I understand the range modifier completely wrong. :?

Do they now behave like a heavy bolter of a setup team or like psycannons of the Purgations? I thought the removal of the range modifier would make them to normal Purgation psycannons which means same damage in short\medium\long\distant.
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Re: 2.2 Final Patch Preview

Postby Lulgrim » Tue 19 Nov, 2013 10:35 am

They behaved like a HB Dev in beta 6, and now they work like Purg. psycannon after I removed the range modifiers in beta 7.
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Re: 2.2 Final Patch Preview

Postby Raffa » Tue 19 Nov, 2013 11:09 am

Caeltos wrote:Warp Throw now shows you a warning indicator on where it's being cast

This does nothing since WL already faces area he is targeting and it happens too fast to dodge anyway.

Caeltos wrote:Sternguard Vengeance Rounds no longer suffers a range penalty

100% a sympathy buff but hey your choice :?

Caeltos wrote:Kill the Weak cooldown increased from 25 to 40 seconds

Funny enough I actually think this change is ok.

Caeltos wrote:Chaos Raptor 'Daemonic Fury' now tracks the target

Yay!
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Re: 2.2 Final Patch Preview

Postby Ar-Aamon » Tue 19 Nov, 2013 11:22 am

Lulgrim wrote:They behaved like a HB Dev in beta 6, and now they work like Purg. psycannon after I removed the range modifiers in beta 7.


Which is sad somehow because the idea of the range modifier was cool. Too bad it doesn't worked. At least Psycannons for Palas has some usage now.
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Re: 2.2 Final Patch Preview

Postby Lulgrim » Tue 19 Nov, 2013 12:48 pm

Ar-Aamon wrote:Which is sad somehow because the idea of the range modifier was cool. Too bad it doesn't worked. At least Psycannons for Palas has some usage now.

What do you mean it didn't work? It worked just fine (if unintentionally) and made the weapon weak...
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Re: 2.2 Final Patch Preview

Postby David-CZ » Tue 19 Nov, 2013 12:55 pm

Is it just me or does the Vindicare Assassin heal really slow? It seems the HP regeneration aura of the HQ has reduced effectiveness on him.
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Re: 2.2 Final Patch Preview

Postby Orkfaeller » Tue 19 Nov, 2013 1:01 pm

I think someone mentioned he doesnt have "Commander Base Health Regeneration" or something?

Dont know if thats a thing or not.
Last edited by Orkfaeller on Tue 19 Nov, 2013 2:21 pm, edited 1 time in total.
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Re: 2.2 Final Patch Preview

Postby Torpid » Tue 19 Nov, 2013 1:02 pm

I think the HQ heals heroes faster than other units, but the VA has scout properties so it heals him like a scout, except he has 350hp instead of 140. Does the hq healing heros faster thing affect subcommanders, I don't think so?
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Re: 2.2 Final Patch Preview

Postby Indrid » Tue 19 Nov, 2013 6:39 pm

It does affect sub-comms. It's 2.5% HP/s for sub-comms and comms and 1% HP/s for squads iirc. Something like that. I couldn't tell if the VA was getting the proper rate but I logged it so Lulgrim can check.
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Re: 2.2 Final Patch Preview

Postby Asmon » Tue 19 Nov, 2013 6:51 pm

Raffa wrote:
Caeltos wrote:Warp Throw now shows you a warning indicator on where it's being cast

This does nothing since WL already faces area he is targeting and it happens too fast to dodge anyway.


It does a lot. Ever heard of LoS blockers or infiltration?
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Re: 2.2 Final Patch Preview

Postby Raffa » Tue 19 Nov, 2013 6:59 pm

Asmon wrote:It does a lot. Ever heard of LoS blockers or infiltration?

You're right. It means you retreat instead of get wiped every time he uses the ability...which is exactly what you try to do anyway...
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Re: 2.2 Final Patch Preview

Postby Torpid » Tue 19 Nov, 2013 7:04 pm

Asmon wrote:
Raffa wrote:
Caeltos wrote:Warp Throw now shows you a warning indicator on where it's being cast

This does nothing since WL already faces area he is targeting and it happens too fast to dodge anyway.


It does a lot. Ever heard of LoS blockers or infiltration?


Not sure what you mean Asmon, if the warlock does it out of infiltration it will still occur too fast for you to dodge, and LoS blockers don't change anything???

Regardless I think making it have a longer casting time, higher price, moving it to t3 or making it cost more energy would all have been better alternatives to this.
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Re: 2.2 Final Patch Preview

Postby Ace of Swords » Tue 19 Nov, 2013 7:09 pm

I have yet to see it, but the indicator should do alot really, since you know now where exactly the center of it is, and you can avoid it by getting closer or by running away from it, that considered, a CD increase would do, something moderately high so that if you use it you have to make it count.
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Re: 2.2 Final Patch Preview

Postby Asmon » Tue 19 Nov, 2013 7:23 pm

That Torpid Gamer wrote:Not sure what you mean Asmon, if the warlock does it out of infiltration it will still occur too fast for you to dodge, and LoS blockers don't change anything???

Regardless I think making it have a longer casting time, higher price, moving it to t3 or making it cost more energy would all have been better alternatives to this.


Even if you don't dodge you can at least move which will make any grenade-like ability fail. LoS blockers prevent you from seeing which directions is the WL aiming to.

I agree this modification is a lot worse than others.
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Re: 2.2 Final Patch Preview

Postby Sub_Zero » Tue 19 Nov, 2013 7:49 pm

I would like to see a sign where the weirdboy is going to vomit. Yet another annoying ability.
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Re: 2.2 Final Patch Preview

Postby Vapor » Tue 19 Nov, 2013 8:02 pm

:roll:
Sub_Zero wrote:I would like to see a sign where the weirdboy is going to vomit. Yet another annoying ability.


Wut
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Re: 2.2 Final Patch Preview

Postby Ar-Aamon » Tue 19 Nov, 2013 11:09 pm

Lulgrim wrote:What do you mean it didn't work? It worked just fine (if unintentionally) and made the weapon weak...


Well I thought the originally aim was the closer the target is the more damages it takes. Obviously it didn’t work as my test proved and psycannons behaved like the target is always “long/distant”.

Maybe this could work?
Range 0-36
–distant 36
–long 30
–medium 20
–short 10
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Re: 2.2 Final Patch Preview

Postby Lost Son of Nikhel » Mon 25 Nov, 2013 9:34 am

Very late answer, but...

That Torpid Gamer wrote:Well, he often got to use it twice in a single engagement which is just too strong really.

Yeah, because Kill the Weak! is so easy to land it with maximum effect because it have such huge AOE. /irony off

A decent player is never going to let you use it even once.

EDITED: "a single time".... My English teacher would kill me for this error :oops:
Last edited by Lost Son of Nikhel on Mon 25 Nov, 2013 1:00 pm, edited 1 time in total.
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Re: 2.2 Final Patch Preview

Postby Sub_Zero » Mon 25 Nov, 2013 11:31 am

A decent player is never going to let you use it even a single time.

Knowing the fact that the ability is not on cooldown melee units will never engage. It just denies them. And when I see when someone tries to fake me out (close in to fight and then back off a bit) I just go on to smash them with *any weapon of the CL*. This ability is a very good melee denial. By the way, you can use to on a retreating squad to refill your health with no problems. I am glad that the CL can't use it so often. Would like to see other fixes on his side. Nerf "Let the Galaxy Burn" and buff "Drain Life". And Daemonic visage is always better than Icon of Khorne. Icon of Khorne should be reworked somehow. Maybe increases his speed on each hit? Of course by a small amount.

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