Flesh Hook on leaders that die last

Issues dealing with gameplay balance.
crazyman64335
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Re: Flesh Hook on leaders that die last

Postby crazyman64335 » Wed 04 Dec, 2013 3:16 am

sid i recommend you watch the replay i posted earlier, i killed the Lictor Alpha twice, which for any other race would be a big loss in a 1v1. Now granted it's against riku but he just buys him back np. There's something wrong with him
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Re: Flesh Hook on leaders that die last

Postby Lulgrim » Wed 04 Dec, 2013 5:37 am

Well going on the stats we have collected so far, LA has a 51-15 (77%) record overall and 41-10 (80%) in Rumble events. In the last one, LA didn't drop a single game. It does perform quite a bit above any other hero in this respect and has done it for months consistently.

EDIT:
- Hive Tyrant: 9-8 (53%) total, 4-5 (44%) Rumble
- Ravener Alpha: 7-8 (47%) total, 4-5 (44%) Rumble
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Re: Flesh Hook on leaders that die last

Postby Faultron » Wed 04 Dec, 2013 5:49 am

SirSid wrote:I think u guys are blowing it up way to much.


Flesh hook is a pain in the ass to fight and is very usefull to have on your side.


But so is let the galaxy burn, warp through, kill the weak , mark of zyntch ect. the list could be very long.


Flesh hook dose not need a huge nurf. hell im not even 100 % sure it needs a nurf at all. It's the changes to the nid army that are making the LA fleesh hooks stand out more ATM And the fact way more people are playing nids then ususal.


Try using the LA with no use of flesh hook for a few games. Will show how weak he can be if your opponent is copentent vs nids .


Latley i find when im playing nids my opponent just get's over run by the army not my commander. now when this happens this makes the commander free to do what he wants especialy the LA since he is much more usefull on field presence if he is not forced to carry the army. So id say it's less of a fleesh hooks problem and more a a problem with the fact that in the past a LA had to carry the nid army well into t2, however now he is not forced to do that witch by nature makes him much more dangrous since he will not be retreating and can use what ability when he wants and whare he wants.

The nid army is holding it self up just fine ATM . Remember back in retail how for like 6 mounths evrey 1 thought the hive tyrant was just brokenly OP cuz holy hammer was smashing with him and evrey other nid player was getting his ass kicked ? that's cuz the nid army had to be held up by thare commander to stand a chance , this is not the case now so the leaders ( the LA especialy ) has become more usefull by defult.

I think it's being blow out of propotion a bit. The flesh hook can win u games yes , but the lictor alpha hero can losse yha a game to if he is contained and dealt with.


woot comparing kill the weak and galaxy burn etc to flesh hook lulz
are u playin the same game?
a hero like LA is op against any race atm
all kind of hook in this kind of form is not just questionable but need big changes for good reason.this game simply cant handle hooks.
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Re: Flesh Hook on leaders that die last

Postby ThongSong » Wed 04 Dec, 2013 6:10 am

why don't we compare Flesh Hook to a 'comparable' ability, which IMO is the GK BC's psychic lash. PL costs power to buy, doesn't seem to do all that much damage and doesn't seem to have the same knockback strength as flesh hook.
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Re: Flesh Hook on leaders that die last

Postby Torpid » Wed 04 Dec, 2013 7:22 am

It isn't the nid army, it is flesh hook and the lictor, otherwise my HT would be smashing Noisy asunder, it doesn't and I've put just as many hours into him.
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Re: Flesh Hook on leaders that die last

Postby SirSid » Wed 04 Dec, 2013 7:51 am

But the flesh hook and lictor are basicaly unchanged for many mounths.

So y the QQ about it now ?

It's his place in the new nid army that's what's doing it
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Re: Flesh Hook on leaders that die last

Postby SirSid » Wed 04 Dec, 2013 7:57 am

crazyman64335 wrote:sid i recommend you watch the replay i posted earlier, i killed the Lictor Alpha twice, which for any other race would be a big loss in a 1v1. Now granted it's against riku but he just buys him back np. There's something wrong with him


If your lossing your commander and abel to buy him back intantly then thare is a "problem" with bleed.

I did watch that replay and notice how many nid models u take off him , not damage done but actual kills.

Im not saying the LA is not very VERY strong but this thread has become a witch hunt for the LA cuz people are lossing to it when before they never played against it.

I switched to Nids about a year ago for 1 reason i was confused about how to kill them with eldar so i started playing them to figure it out , i love playing nids now however i can also beat them with eldar now. Nids are a "special" race that can't be fought against like other races. Im sure u all know this but latley some of the games iv been seeing showcasing how OP the LA is are just games that hinge on poor primary fire choices alowing the swarm ( yes and the LA as well ) to just mob armys down.
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Re: Flesh Hook on leaders that die last

Postby Torpid » Wed 04 Dec, 2013 8:20 am

Sid you've already said what the reason people are complaining now, as opposed to earlier is. People rarely play nids, suddenly everyone realised how OP they are and started playing them, they've been OP for a long time now but I think people have just shrugged and said 'meh' I don't play this race, I rarely fight it I must just have no idea what I'm doing, but as time passed and the meta really didn't it is clear they are OP.
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Re: Flesh Hook on leaders that die last

Postby Forestradio » Wed 04 Dec, 2013 2:46 pm

SirSid wrote:But the flesh hook and lictor are basicaly unchanged for many mounths.

So y the QQ about it now ?

It's his place in the new nid army that's what's doing it



So it's always OP, and it always should be OP?

I don't follow your logic at all. :|

His place in the nids army is to provide free squad wipes on enemy squads with damage-sharing leaders?
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xerrol nanoha
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Re: Flesh Hook on leaders that die last

Postby xerrol nanoha » Wed 04 Dec, 2013 7:16 pm

Not sure what there is to argue about... It's a bug that needs to be addressed in the next patch or so, not sure why people are getting bent out of shape about it.
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Re: Flesh Hook on leaders that die last

Postby Dark Riku » Wed 04 Dec, 2013 7:36 pm

xerrol-nanoha wrote:Not sure what there is to argue about... It's a bug that needs to be addressed in the next patch or so, not sure why people are getting bent out of shape about it.
What exactly is a bug now? Everything with flesh hook and leaders is working as intended game mechanic wise as far as I know...
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Re: Flesh Hook on leaders that die last

Postby Uncle Milty » Wed 04 Dec, 2013 8:19 pm

Dark Riku wrote:What exactly is a bug now?


*cough* the Lictor *cough*
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Re: Flesh Hook on leaders that die last

Postby Dark Riku » Wed 04 Dec, 2013 8:27 pm

Uncle Milty wrote:*cough* the Lictor *cough*
Smartass :p
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Re: Flesh Hook on leaders that die last

Postby Faultron » Tue 17 Dec, 2013 10:43 am

so will the LA get changes soon?
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Re: Flesh Hook on leaders that die last

Postby Dark Riku » Tue 17 Dec, 2013 4:15 pm

Flesh hook was planned to get a reduced range to 30 I think?
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Re: Flesh Hook on leaders that die last

Postby Caeltos » Tue 17 Dec, 2013 4:50 pm

Lictor Alpha changes has been passed along to Lulgrim. Not sure when it'll get implemented.
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xerrol nanoha
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Re: Flesh Hook on leaders that die last

Postby xerrol nanoha » Tue 17 Dec, 2013 10:07 pm

Aw man, all these brutal tyranid nerfs :( Flesh hook was like my favorite commander ability of all time, I just wanted a fix for squad leaders! I cried myself to sleep when you removed the horma/terma synapse leaders in beta 9.
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Re: Flesh Hook on leaders that die last

Postby Caeltos » Tue 17 Dec, 2013 10:12 pm

A fix wasn't possible, unfortunately.
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Re: Flesh Hook on leaders that die last

Postby Dark Riku » Wed 18 Dec, 2013 12:58 am

Why not just keep the range on the Flesh hook but make the model do a faceplant on the spot and be stunned for a couple of seconds? That way it will still serve the same purpose it does right now but won't be such a cheesy "your hero/squad is death now" kind of thing. The ability will still have the same stupid stuff to it even with a shorter range. Would like to have heard your seasonings behind the change.
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Re: Flesh Hook on leaders that die last

Postby crazyman64335 » Wed 18 Dec, 2013 1:14 am

personally i wouldn't mind seeing flesh hook just become a 100% random ability for squad members. It still retains its strong ability against heroes yes, but it would reduce the risk of getting squad leaders against the LA. Just my two cents.
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Re: Flesh Hook on leaders that die last

Postby Torpid » Wed 18 Dec, 2013 2:09 am

Dark Riku wrote:Why not just keep the range on the Flesh hook but make the model do a faceplant on the spot and be stunned for a couple of seconds? That way it will still serve the same purpose it does right now but won't be such a cheesy "your hero/squad is death now" kind of thing. The ability will still have the same stupid stuff to it even with a shorter range. Would like to have heard your seasonings behind the change.


Riku I think a stun from flesh hook by default is actually the way to go. As of now he's at the point where he ought to be banned from ranked play he is that strong, like literally no hero is anything like him. I think toxin miasma should grant the KB in place of the stun.
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Re: Flesh Hook on leaders that die last

Postby Caeltos » Wed 18 Dec, 2013 3:59 am

Would like to have heard your seasonings behind the change.

I just said there were changes, not specifying anything. Anything prior to release is WIP stuff, and not set-in stone.

I'm not completely sure, but I'm fairly sure I postponed the LA changes for later, since I want to see how the Tyranid go back to their play with the overall new changes. (Universal changes, not just Tyranid) and how things pan out from there.

Hitting hard with a nerf on several fronts can have quite an effect that will just be an effect of taking 1 step forward, 2 steps back.

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