Important balance stuff

Issues dealing with gameplay balance.
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Kvek
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Re: Important balance stuff

Postby Kvek » Sat 04 Jan, 2014 3:18 pm

Add in any support from IG, and it won't be an insta retreat...
[TLV]Soul_Drinkers
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Re: Important balance stuff

Postby [TLV]Soul_Drinkers » Sat 04 Jan, 2014 3:28 pm

Ur missing the point. How can 65 15 upgrade do so much work provide so much control and bash a full farm in ten second. A tiny increase to 80 20 will make players think about investing into this mighty op tool of emperors holy fire
In the Emperors name, Blind faith is all you require.
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Kvek
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Re: Important balance stuff

Postby Kvek » Sat 04 Jan, 2014 3:36 pm

[TLV]Soul_Drinkers wrote:Ur missing the point. How can 65 15 upgrade do so much work provide so much control and bash a full farm in ten second. A tiny increase to 80 20 will make players think about investing into this mighty op tool of emperors holy fire


Because it's viable only in t1, doesn't scale really well and you lose some ranged firepower ? (not saying it's OP/isn't op)
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Torpid
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Re: Important balance stuff

Postby Torpid » Sat 04 Jan, 2014 3:43 pm

Kvek wrote:
[TLV]Soul_Drinkers wrote:Ur missing the point. How can 65 15 upgrade do so much work provide so much control and bash a full farm in ten second. A tiny increase to 80 20 will make players think about investing into this mighty op tool of emperors holy fire


Because it's viable only in t1, doesn't scale really well and you lose some ranged firepower ? (not saying it's OP/isn't op)


It's not only viable in t1 at all and it will continue to severely hurt LI all throughout t2, not to mention the ability to gen bash so quickly scales fantastically and it grants levels on your tacs in the early game which makes the weapons they switch to in t2 even stronger. You lose range, but you don't lose ranged firepower.
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[TLV]Soul_Drinkers
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Re: Important balance stuff

Postby [TLV]Soul_Drinkers » Sat 04 Jan, 2014 3:57 pm

I was under the impressioon that the flamer was buffed in order to scale better. I nvr change my flamer va ig orks eldar or tyra unless i need a rocket launcher or its t3. Vs ig i usuallu rock it all game u rape any unit they have beaides ogrea and u can bash theyre full farm in atound 15 seconds. My question is when the sm flamer was fixed yo scale better why was the ig flamer not as well? Still feela like the range is short and the damage is negligible unlike its sm counter part
In the Emperors name, Blind faith is all you require.
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Sub_Zero
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Re: Important balance stuff

Postby Sub_Zero » Sat 04 Jan, 2014 4:01 pm

As far as I know all flamers became better in elite mode. Guardsmen with flamers vs guardsmen without flamers is a fight far from fair. I often equip them vs non-heavy armored races. Not to mention some IG heroes' abilities have great synergy with flamers. And spotters with their smoke shell allow your guardsmen to close in and roast whatever they want if there is enough protection from melee for them.
[TLV]Soul_Drinkers
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Re: Important balance stuff

Postby [TLV]Soul_Drinkers » Sat 04 Jan, 2014 4:09 pm

Sounds good but not being able to change and i think it costs more req then the sm counterpart not sure on this exactly. Concerning the way the flamer worka in the ig matchup i was wondering if we can implement say for instance catas lose flame resistance since its quite useless and instead get like a 20% damage reduction from area of effect abilities and damage?
In the Emperors name, Blind faith is all you require.
Uncle Milty
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Re: Important balance stuff

Postby Uncle Milty » Sun 05 Jan, 2014 8:20 pm

Hm, regarding the doom/guide/marktarget/UYC/FTE etc
I might be slapped at for bringing this to the table but i find the animation to be a big asset for some of the abilities.
If your stuff is marktarget-ed or if you are chased by UYC boyz, you bet that you spot the threat. What makes doom, guide, more dakka, fte at least as viable is the kinda sneaky nature to these abilities. You need to learn to spot the animations in the middle of engagements to react properly and some of them are even paired with other animations not to mention that some maps make it even more difficult to detect the small red circle around your doomed units.
I do know that is not exactly an issue by values but i still feel that animations are still influencing the balance.

regarding doom + guide: i feel like a small internal cooldown on the other ability would solve the issue no problemo. If the debuff lasts for 10 seconds, make guide cool down for 10 seconds after you used doom and vice versa. This would also bring a lil more diversity into the build the FS tries to use and could also be a addition to Runes of Reaping (reducing internal cooldown maybe?).
This technique could imo also be used to adjust the balance of the Doom of Mal'antai. Make some of his abilities cool down some of the other abilities, so that you actually have to think before mashing the buttons and roflstomp jumptroops who are thought to be a counter to it. ("Oh good, he used paroxism, that means he can't use drain life for the next 15(?) seconds, that means i am free to jump him")

About channeling runes: I'm not sure if the ability is cancelled if the warlock gets knocked down but i feel like this could be a good way to balance it? If you want to use it with melee units he will most likely stand exposed whereas the ability will most of the time not suffer when supporting your ranged units. If this is already the case then it might be considered to punish it when he gets disrupted while channeling. Maybe a stun (chance) on the unit he used the runes on (malfunction).


Well, i am not sure if these changes would improve the balance the way needed but i wanted to present my thoughts. Esp on the runes malfunction suggestion i think there will be some implementation needed, since i don't think there is an action-handler for this kind of stuff already but i might be mistaken.

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