Channeling runes

Issues dealing with gameplay balance.
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Sub_Zero
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Channeling runes

Postby Sub_Zero » Sun 16 Mar, 2014 9:03 am

I have just had a game. Here is the replay. I remember that there were discussions about channeling runes overperforming. So in the replay his banshees got hit by my 2x tzeentch marines, then the warlock started healing them, they engaged my csm (I accidentally pressed to enter the building), my autocannon havocs were firing at them from another building, my other tzeentch marines were firing at them, my heretics along side their champion were smacking them and banshees owned everything. And they even had more health after the battle. That is a clear case of an overpowered thing. Bring it back to the retail's state at least. Time to fill the blank of eldar balance changes :| Even the Apothecarion can't heal his marines with his 3rd armor that costs 150 / 50 as good as the Warlock does it with his 100 / 20 T1 wargear.
Look for that battle in the end of the replay.

EDIT: I forgot to mention that the distort field had been up on the banshees. But anyway heretics could not harm them at all. This is not right. I remember a replay when 3x hormagaunts were owned by banshees under the effect of this ability. I do think it gotta be reverted to the retail's state.
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Phoenix
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Re: Channeling runes

Postby Phoenix » Sun 16 Mar, 2014 11:30 am

Ofc the healing effect is very strong but you just have to knockback the warlock or surpress/knockback/snare the banshees and pull back to avoid it.
In this case You doomblast them, move back and everything is fine.
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Re: Channeling runes

Postby Sub_Zero » Sun 16 Mar, 2014 11:34 am

Retail's catachans might be countered too. Did that make them less overpowered?

Too strong means too strong. Here I think that it is too strong. It wasn't in need of any buffs.

Channeling heal effect increased from 10 to 15 per second
Channeling now also increases the target unit’s damage by 15%

Is that correct? I didn't even know about that damage buff. It makes the situation even worse. Stimulants + advanced healing in one package (I am kidding, don't get mad)
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Re: Channeling runes

Postby Torpid » Sun 16 Mar, 2014 12:34 pm

Problem is Phoenix that not all races have KB on demand. Runes seriously fucks over nids/gk/chaos rather badly, especially considering the only kb chaos has in t1 is the gl tics but he's a WL so going GL tics is suicidal. You also can't control them when they're in a defensive role and you're having to initiate against them and the wargear is great for simply healing stuff inbetween engagements, or healing WG so they can tank obscene amounts of damage.
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Forestradio
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Re: Channeling runes

Postby Forestradio » Mon 17 Mar, 2014 12:49 am

"Forms a psychic bond with the targeted allied infantry unit, healing them for 20 health every second and increasing energy regeneration by 200% for 15 seconds. The Warlock must remain stationary or the bond is broken. Cooldown 60 seconds."

http://www.dawnofwar.info/index.php?page=elite/warlock

That's what channeling runes does according to the codex, and it does do a bit too much on shees IMO, although it's fine on other units.
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Wise Windu
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Re: Channeling runes

Postby Wise Windu » Mon 17 Mar, 2014 1:59 am

I don't think it increases damage. I'm not finding it in the game files, and I can't find it in any change logs, even the original one. It isn't in dow.wikia either, so I'm not sure where the idea came from.

http://forums.relicnews.com/showthread. ... alance-Mod)

http://www.dawnofwar.info/index.php?pag ... gelog_full

viewtopic.php?f=6&t=3&p=6&hilit=channeling+now+increases#p6

viewtopic.php?f=6&t=166

The Codex info on it should be right.
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Caeltos
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Re: Channeling runes

Postby Caeltos » Mon 17 Mar, 2014 2:06 am

It was removed a while ago iirc.
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Re: Channeling runes

Postby Black Relic » Mon 17 Mar, 2014 3:17 am

From what i found the range of channeling runes is 40 instead of 35. And that was in 2.1. idk if that was chaged or not since i dont see it in any 2.2 change log.
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Re: Channeling runes

Postby Warp Dust Addict » Mon 17 Mar, 2014 6:17 am

Eldar have ways had super powerful abilities to support there army (Guide/Doom/Fleet)
By the way...why did Reapers get fleet?I mean they have suppression an AOE launcher and fleet.Not sure why they needed it.
*Feel free to explain why reapers needed fleet*
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Re: Channeling runes

Postby Nurland » Mon 17 Mar, 2014 8:29 am

Not a dark reaper thread so lets keep this about chanelling luls.
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Re: Channeling runes

Postby Ar-Aamon » Mon 17 Mar, 2014 10:13 am

Channeling Runes with Champion's Robe is a problem. With the Psychic Shield he is immune to knockback. The way to stop him is with a stun...which only a few have access to :/

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Re: Channeling runes

Postby Lost Son of Nikhel » Mon 17 Mar, 2014 1:18 pm

The Channeling Runes + Banshees combo is awesome, and a bit OP. The heal eliminates the Banshees main disadvantage (their glass cannon condition).

Reduce a bit the heal effect or make Warlock receive more damage when he is using Channeling Runes could be an adequate solution.
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Re: Channeling runes

Postby Black Relic » Mon 17 Mar, 2014 9:42 pm

Channeling runes on shees as they use holo field to get into melee combat. Than kinetic pulse when needed. That right there is OP.

Might need a longer interval between heals instead of Warlock taking more damage or lowering the duration. Reason why is that the warlock is immobile during the ability. If i was the person fighting this i would want Warlock to be taking the same amount of time to heal shees at a lower rate, rather that the same rate but lower duration because he is immobile.
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Re: Channeling runes

Postby crazyman64335 » Mon 17 Mar, 2014 9:48 pm

Black Relic wrote:Channeling runes on shees as they use holo field to get into melee combat. Than kinetic pulse when needed. That right there is OP.

Might need a longer interval between heals instead of Warlock taking more damage or lowering the duration. Reason why is that the warlock is immobile during the ability. If i was the person fighting this i would want Warlock to be taking the same amount of time to heal shees at a lower rate, rather that the same rate but lower duration because he is immobile.

so wait, 400 req (banshees) + 75/20 (aspect) + 100/20 (runes) + 300/30 (rangers) + 75 red is OP? sounds like a shitload of resources in t1. just putting that amount of resources in perspective is all ;)
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Re: Channeling runes

Postby Black Relic » Mon 17 Mar, 2014 10:03 pm

crazyman64335 wrote:
Black Relic wrote:Channeling runes on shees as they use holo field to get into melee combat. Than kinetic pulse when needed. That right there is OP.

Might need a longer interval between heals instead of Warlock taking more damage or lowering the duration. Reason why is that the warlock is immobile during the ability. If i was the person fighting this i would want Warlock to be taking the same amount of time to heal shees at a lower rate, rather that the same rate but lower duration because he is immobile.

so wait, 400 req (banshees) + 75/20 (aspect) + 100/20 (runes) + 300/30 (rangers) + 75 red is OP? sounds like a shitload of resources in t1. just putting that amount of resources in perspective is all ;)


I dont really get the aspect of the avenger on my guardians unless i really need it. I save these resources for this combo instead. Since Warlock already has a leap that can knock back units and usually my shees with be close behind. Of course the 2 guardians are there already though. But before i get aspect for shees i get my rangers and channeling runes. since i can just pulse and use those runes on shees and they can tank a bit while "walking" in. Aspect for shees is usually my 3rd upgrade when i use channeling runes.

And by holo field i meant the ability from the rangers where they infiltrate units in a targeted area. I didnt mean the global. Must have gotten the names messed up. My bad.
Last edited by Black Relic on Tue 18 Mar, 2014 12:13 am, edited 1 time in total.
"...With every strike of his sword, with every word of his speech, does he reaffirm the ideals of our honored master..." -From the Teachings of Roboute Guilliman as laid down in the Apocrypha of Skaros. Space Marines Codex pg. 54
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Re: Channeling runes

Postby Dark Riku » Mon 17 Mar, 2014 10:56 pm

You weren't mistaking, Crazy was.
The global is called distort field. Holo field is the AoE cloak ability from the rangers.

Edit: derp.
Last edited by Dark Riku on Mon 17 Mar, 2014 11:18 pm, edited 1 time in total.
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Torpid
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Re: Channeling runes

Postby Torpid » Mon 17 Mar, 2014 11:07 pm

Dark Riku wrote:You weren't mistaking, Maestro was.
The global is called distort field. Holo field is the AoE cloak ability from the rangers.


you mean Crazy was XD
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Re: Channeling runes

Postby Broodwich » Mon 17 Mar, 2014 11:15 pm

Who says you need any of that other stuff? You can get runes by the first engagement and own entire armies without much problem
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Re: Channeling runes

Postby Asmon » Tue 18 Mar, 2014 11:10 am

Sub_Zero wrote:EDIT: I forgot to mention that the distort field had been up on the banshees. But anyway heretics could not harm them at all. This is not right. I remember a replay when 3x hormagaunts were owned by banshees under the effect of this ability. I do think it gotta be reverted to the retail's state.


With distorsion field up plus ranged damage resistance for being in melee (and perhaps FoF at the beginning of the fight), the heretics were the only one to really deal damage. And they are countered by channeling runes ofc. You need more melee DPS that's all.

About the 3x hormagaunts: that's just too many models for everyone of them to deal damage. I suspect only a half of them is actually fighting.

The main issue with channeling runes is that it sometimes keeps working after the WL is kb'ed.
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Re: Channeling runes

Postby Tex » Tue 18 Mar, 2014 4:29 pm

No, the problem with channeling runes is that it heals just a bit too much. This has all been heavily documented and tested a long time ago when I did "project balance: eldar chapter".

To be honest, this is old news. Everyone knows that channeling runes is an incredibly effective wargear, and that it works as intended on every single squad except for banshees.

The best fix for this wargear would be make it heal banshees for a bit less than it heals anything else.

It can be easily countered with knockback by most races, and other races can quite easily counter it with suppression/repositioning.

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