3.0 - Things to be adressed

Issues dealing with gameplay balance.
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HandSome SoddiNg
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Re: 3.0 - Things to be adressed

Postby HandSome SoddiNg » Sun 19 Jan, 2014 5:00 am

Unending purge of BC not Functioning at all, there's no Holy aura whenever his hp retreats 50% below and its not regenerating!??
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Re: 3.0 - Things to be adressed

Postby Kvek » Sun 19 Jan, 2014 6:50 am

bug thread bro
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Lulgrim
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Re: 3.0 - Things to be adressed

Postby Lulgrim » Sun 19 Jan, 2014 9:56 am

HandSome SoddiNg wrote:Unending purge of BC not Functioning at all, there's no Holy aura whenever his hp retreats 50% below and its not regenerating!??

I just specifically fixed/tested this for beta 9 because the fx was glitching on retreat so I call BS on this for now.
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Re: 3.0 - Things to be adressed

Postby ThongSong » Mon 20 Jan, 2014 6:44 am

some sort of AoE attack on purgation flamers, because right now it seems they only hit one squad no matter how bunched the enemy is
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Orkfaeller
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Re: 3.0 - Things to be adressed

Postby Orkfaeller » Mon 20 Jan, 2014 12:22 pm

ThongSong wrote:some sort of AoE attack on purgation flamers, because right now it seems they only hit one squad no matter how bunched the enemy is


Uh, some sort of Assault Cannon Barrage, but with a flamer :D
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Re: 3.0 - Things to be adressed

Postby Indrid » Mon 20 Jan, 2014 3:07 pm

Giving it AoE might make it OTT. I think (just speculation) it was put in to help Purg control non-suppressible commanders early game. Otherwise the Purg's basic attack will suppress most stuff pretty nicely, especially if you add-in the small courage damage of IST/SS range fire.
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Re: 3.0 - Things to be adressed

Postby Shas'el Doran'ro » Mon 20 Jan, 2014 3:22 pm

I agree with Toilailee 100% that the Mek turret is pretty useless without suppression and I don't just say this from a team game perspective, I just had a 1v1 with some scrub the other day and he had placed a turret to cover his natural power farm on Jarilo's Forge and was trying to defend against my power bash.
He had a shoota boy squad and his mekboy with a deffgun -- I tie his mekboy up in melee with my FC, he then teleports back to his base, my tacs are suppressed shortly by the mekboy but quickly wipe the turret out and bash the gens then retreat. They ran head on this turret taking only minimal damage, I really fail to see the usage for Orks to have a non-suppressive turret that cost almost as much as a normal turret but are less useful than a Multi las turret. I rarely even play Orks myself but this just seems wrong to me.

I hope you will consider changing it back as soon as possible.
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Re: 3.0 - Things to be adressed

Postby Sub_Zero » Mon 20 Jan, 2014 6:10 pm

I found no use of the new mek-turret too. Cost is too high.
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Toilailee
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Re: 3.0 - Things to be adressed

Postby Toilailee » Mon 20 Jan, 2014 10:03 pm

Sooo... are gates gonna get nerfed finally? And don't you dare ask me to explain why.

Dark reapers supression ability needs to go. They are alredy one of (if not the) best shi counters in the game and on top of that they can supress, which makes them completely shut down ogryns and nobs (and kcsm etc) for significantly less cost and in t2.
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Re: 3.0 - Things to be adressed

Postby Shas'el Doran'ro » Tue 21 Jan, 2014 3:05 am

I think the Kasrkin Grenade Launchers needs to be removed, they fire slow, does minimal damage and the squad already has a frag grenade ability by default to use on garrisons, replacing 2 Hellguns with grenade launchers lowers the squads range and damage output, essentially you're buying an upgrade that makes your squad worse by all aspects. On the other hand you have Plasma guns that makes them more effective VS HI and SHI, and Melta guns make them effective vehicle hunters (if their Krak grenade would finally get fixed) where Grenade launchers pretty much just make them a less effective squad, they already got 3 other upgrades so I don't see it as a downside to remove this upgrade all together.
Most of the time it's typically better to just keep them with 5 hellguns instead of getting any of the weapon upgrades since they are very situational, and 5 hellguns together have the range and damage to counter pretty much any infantry unit at range.
So please consider removing this cliche and pointless upgrade. Thank you.
"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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Re: 3.0 - Things to be adressed

Postby Ace of Swords » Tue 21 Jan, 2014 3:10 am

2 Hellguns with grenade launchers lowers the squads range and damage output


If anything it's the hellguns that need a big nerf, there is NEVER EVER a reason to switch, not even to plasma and it's not a problem of the upgrades, it's a problem of the damage of the base guns, I'll say this straight and directly, their damage output is retarded.
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Re: 3.0 - Things to be adressed

Postby Caeltos » Tue 21 Jan, 2014 3:39 am

So please consider removing this cliche and pointless upgrade. Thank you.

No.
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Re: 3.0 - Things to be adressed

Postby Sub_Zero » Tue 21 Jan, 2014 4:07 am

Then are they going to be reworked? Grenade launchers are really bad.
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Re: 3.0 - Things to be adressed

Postby Robbert Ambrose » Tue 21 Jan, 2014 8:16 am

Kasrkin are a really strange unit, though not quite identical in their role to stormtroopers at their core they are same unit, a tier higher nontheless, but still very similiar. While I don't advocate removing we need to ask ourselfs what the purpose is of new units. If i were to suggest something why not make them a call in exclusive to the Lord General and make them the crème de la crème of what the IG has to offer: zealous, inspiring and loyal to the very end. give them some special abilities and small stat boost to guardsmen and you have a unit that's very different from stormtroopers.
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Re: 3.0 - Things to be adressed

Postby ThongSong » Tue 21 Jan, 2014 8:44 am

Robbert Ambrose wrote:Kasrkin are a really strange unit, though not quite identical in their role to stormtroopers at their core they are same unit, a tier higher nontheless, but still very similiar. While I don't advocate removing we need to ask ourselfs what the purpose is of new units. If i were to suggest something why not make them a call in exclusive to the Lord General and make them the crème de la crème of what the IG has to offer: zealous, inspiring and loyal to the very end. give them some special abilities and small stat boost to guardsmen and you have a unit that's very different from stormtroopers.


considering the LG can already drop leman russes, that would just make him even more ridiculous if you make karks exclusive to only him.
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Re: 3.0 - Things to be adressed

Postby sk4zi » Tue 21 Jan, 2014 12:37 pm

also now seer council is no more exclusive ...
i dint think staff wants go back to this
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Re: 3.0 - Things to be adressed

Postby Asmon » Tue 21 Jan, 2014 1:10 pm

Apo's vials need to be toned down. Atm it does both great spike damage and outrageously good DoT, along with the shortest cooldown.

It is simply gamebreaking against LI races. At first that thing was mostly an area denial tool. Now it is an I-win button when correctly used. What role do we want for this?
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Re: 3.0 - Things to be adressed

Postby Shas'el Doran'ro » Tue 21 Jan, 2014 2:17 pm

Caeltos wrote:
So please consider removing this cliche and pointless upgrade. Thank you.

No.


Okay dokey, just throwing it out there!
"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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Re: 3.0 - Things to be adressed

Postby Orkfaeller » Tue 21 Jan, 2014 3:24 pm

Hopefully thats not too offtopic, but, if thomas ( or who ever else is working on it ) manages to iron out theproblems with the vindicare's cloak mechanic :

Would it be possible to apply it to units with multible models? ( from a technical standpoint )
Like lets say catachans?
Allwaysthought it looked a bit dubious how they would stand in the middle of an empty field, upright, and just go invisible.

Anyway. Didnt really want to nail it down on catas, just like the mechanic, and wonder if we are going to see it for other units.
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Re: 3.0 - Things to be adressed

Postby Dark Riku » Tue 21 Jan, 2014 3:26 pm

Still waiting on:
  • Mekboy mines not snaring vehicles forever
  • Battle Wagon not instagibbing models
  • Gates costing more
  • Channeling runes nerf, still over performing (with sheez)
  • Apo small buffs

Also what's up with the Leman Russ drop not costing any power but the way inferior vendread costing 50 ?
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Re: 3.0 - Things to be adressed

Postby [TLV]Soul_Drinkers » Tue 21 Jan, 2014 4:21 pm

eldar need no nerfs lol theyre at bottom tier jeez. purification rites do need to be toned down though
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Re: 3.0 - Things to be adressed

Postby Dark Riku » Tue 21 Jan, 2014 4:27 pm

[TLV]Soul_Drinkers wrote:eldar need no nerfs lol theyre at bottom tier jeez. purification rites do need to be toned down though
/facedesk
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Re: 3.0 - Things to be adressed

Postby ThongSong » Tue 21 Jan, 2014 4:43 pm

Asmon wrote:Apo's vials need to be toned down. Atm it does both great spike damage and outrageously good DoT, along with the shortest cooldown.

It is simply gamebreaking against LI races. At first that thing was mostly an area denial tool. Now it is an I-win button when correctly used. What role do we want for this?


I have to agree. if a LI army doesnt fleet or insta retreat out of it they're going to be down to half health in 1-2 seconds.
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Sub_Zero
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Re: 3.0 - Things to be adressed

Postby Sub_Zero » Tue 21 Jan, 2014 4:55 pm

No grenade can be considered as I WIN ability. However I agree that Apo's vials overperform.
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Re: 3.0 - Things to be adressed

Postby Cheah18 » Tue 21 Jan, 2014 5:24 pm

Would love to see Kasrkins get abilities such as buffing allies etc as proposed above.

Wouldn't mind them replacing CommLord mines as a global either
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Re: 3.0 - Things to be adressed

Postby ThongSong » Tue 21 Jan, 2014 5:32 pm

Sub_Zero wrote:No grenade can be considered as I WIN ability. However I agree that Apo's vials overperform.


actually if you combine the vials with sternguard hellfire rounds there are very few LI squads that can make it out alive. it's pretty much a death sentence for guardian weapon teams if they get caught it in
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Re: 3.0 - Things to be adressed

Postby Sub_Zero » Tue 21 Jan, 2014 5:43 pm

Shotgun blast + vials; assault marines' jump + vials; devastators + vials. Those are combos. But actually I get your point.

Wouldn't mind them replacing CommLord mines as a global either

Why? Mines are so useful! Your opponent spots them and walks over them but bear in mind that he is about to shit his pants when he is doing it, that may win you a game just like that!
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Re: 3.0 - Things to be adressed

Postby Robbert Ambrose » Tue 21 Jan, 2014 6:32 pm

ThongSong wrote:considering the LG can already drop leman russes, that would just make him even more ridiculous if you make karks exclusive to only him.


True Enough, I suppose it would be more balanced to assing him to another commander, or to make them a universal global, just wanted to propose some changes that would make them more of an unique unit.
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Re: 3.0 - Things to be adressed

Postby Cheah18 » Tue 21 Jan, 2014 8:22 pm

Sub_Zero wrote:Why? Mines are so useful! Your opponent spots them and walks over them but bear in mind that he is about to shit his pants when he is doing it, that may win you a game just like that!


True they are very useful but I think given easy access to spotters they underperform. And I just don't like them I don't think they're very cool.
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Re: 3.0 - Things to be adressed

Postby [TLV]Soul_Drinkers » Tue 21 Jan, 2014 8:55 pm

Dark Riku wrote:
[TLV]Soul_Drinkers wrote:eldar need no nerfs lol theyre at bottom tier jeez. purification rites do need to be toned down though
/facedesk

face desking bout eldar i dont see u asking for la nerfs mister 33-2 why dont u try to do that with eldar then ask for nerfs
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