Patch 2.3 Balance changelog

Issues dealing with gameplay balance.
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BaptismByLoli
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Re: Patch 2.3 - Tentative Balance changelog

Postby BaptismByLoli » Wed 02 Apr, 2014 7:15 pm

Not sure about Wraithlord but to my knowledge they include
General Changes
* All melee oriented walkers now have melee resistance
* Dreadnoughts + Venerable , Chaos Dreadnought, Deff Dredd , Carnifex
Oh and if the Dreads were to have a ranged weapon, they will lose the resistance I think. There is a thread discussing this I think and its over here
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Re: Patch 2.3 - Tentative Balance changelog

Postby fankater » Wed 02 Apr, 2014 7:58 pm

General
* Reduced the VP tick by approximately 15% at all rates
* This is only available on the following maps
- Green Tooth Gorge (2P)
- Calderis Refinery (2P & 4P)
- Medean Cliff Mines (4P)
- Ruins of Argus (4P)
- Calderis Refinery (6P)


That means adding new maps or replacing existing ones ?

General Changes
* All melee oriented walkers now have melee resistance
* Dreadnoughts + Venerable , Chaos Dreadnought, Deff Dredd , Carnifex


What about Wraithlords and Tyran Guards ?

Grey Knights
* Psycanons now deal 0.75 damage to targets at distant(?) and 1.0 at rest

What ?

* Grey Knight Dreadnought Multi-Melta replaced with Hurricane Bolter

Will we still upgrade dread with Multi-Melta? If not, please swap MM upgrade with shitty plasma cannon or even allow plasma cannon to FOTM.

* Terminator Hammerhand removed and replaced by Holocaust
* Holocaust - The Terminators pulls target near the target viccinity up in the air, igniting them in blue fire(vfxs). Targets lifted take 50% less incoming damage and suffer 5 plasma_pvp damage. Useful for setting up abilities. Cooldown 80s , energy cost 60
* Terminator Halberd dps reduced from 53,33 to 45 dps


It`s too much i think. With removed hammerhand, that big damage reduction, incresed HP regen in other termies squads, GK termies are going to suck balls. They are the best now and with these changes they going to be the worst. :|

Orks
* Warp Vomit no longer amplifies the damage the targets take


Can somone explain how Warp Vomit affects damage ?
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Re: Patch 2.3 - Tentative Balance changelog

Postby Dark Riku » Wed 02 Apr, 2014 8:03 pm

fankater wrote:
Can somone explain how Warp Vomit affects damage ?
Don't worry Windu. I have this one. Please use the CODEX http://www.dawnofwar.info/index.php?page=elite/weirdboy

Warp Vomit
Vomit up psychic stuff, doing up to 20 sniper damage and weapon knockback to enemy infantry caught in the spew (radius 12). Exposed infantry are stunned for 8 seconds, and they take 20% more damage. Cooldown 60 seconds. Minimum range 15.
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Re: Patch 2.3 - Tentative Balance changelog

Postby Wise Windu » Wed 02 Apr, 2014 8:09 pm

Dark Riku wrote:
fankater wrote:
Can somone explain how Warp Vomit affects damage ?
Don't worry Windu. I have this one. Please use the CODEX http://www.dawnofwar.info/index.php?page=elite/weirdboy


:lol: Thanks Riku

fankater wrote:Psycanons now deal 0.75 damage to targets at distant


As for this, it means that at "distant" range, the Psycannons will deal 75% damage. It's similar to how scout shotguns work.
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Re: Patch 2.3 - Tentative Balance changelog

Postby fankater » Wed 02 Apr, 2014 8:11 pm

Dark Riku wrote:
fankater wrote:
Can somone explain how Warp Vomit affects damage ?
Don't worry Windu. I have this one. Please use the CODEX http://www.dawnofwar.info/index.php?page=elite/weirdboy

Warp Vomit
Vomit up psychic stuff, doing up to 20 sniper damage and weapon knockback to enemy infantry caught in the spew (radius 12). Exposed infantry are stunned for 8 seconds, and they take 20% more damage. Cooldown 60 seconds. Minimum range 15.


Thx, will use Codex next time ;)
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Re: Patch 2.3 - Tentative Balance changelog

Postby Vapor » Wed 02 Apr, 2014 10:57 pm

It would be cool if psycannons got 3-4 different damage modifiers depending on distance, like scout shotguns. Being able to position your scouts closer for moar dps is one of the most fun things about them, and I would like to see this extended to another unit. Not just distant vs everything else, but also a bonus for being really close.
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Re: Patch 2.3 - Tentative Balance changelog

Postby Barrogh » Thu 03 Apr, 2014 5:46 am

Atlas wrote:Up till now I thought banshees were the unit that everyone fought over. Now I know that it will always be about tacs.

Considering that tacs have "participated" in many of those banshee wars... Yeah.

I'm really curious about ramifications of melee resistant walkers. VenDred looks a bit more interesting in some matchups, for one. I'm a bit worried at the same time, but we'll see what will happen. It's not like people were big on meleeing khornate hugbots before or something.
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Re: Patch 2.3 - Tentative Balance changelog

Postby Helios » Thu 03 Apr, 2014 1:15 pm

viewtopic.php?f=2&t=751#p21344

Are these aforementioned changes still coming? I hope that price reduction wasn't everything.
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Re: Patch 2.3 - Tentative Balance changelog

Postby Aertes » Fri 04 Apr, 2014 2:31 pm

I love the idea about psybolt amunition for strike squads. How about turning the bolt shots colour to blue to represent them?.
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Re: Patch 2.3 - Tentative Balance changelog

Postby Sub_Zero » Sat 05 Apr, 2014 8:42 am

Might of Titan increases melee skill by +10 and reduces damage taken by 15%

That is pretty cool, I like this change really. What about empowering apo's combat stims like that, huh? :D His ability is pretty lackluster if we compare it to similar abilities.
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Re: Patch 2.3 - Tentative Balance changelog

Postby Kvek » Sat 05 Apr, 2014 9:11 am

Sub_Zero wrote:
Might of Titan increases melee skill by +10 and reduces damage taken by 15%

That is pretty cool, I like this change really. What about empowering apo's combat stims like that, huh? :D His ability is pretty lackluster if we compare it to similar abilities.

and its pretty fine in the SM roster, and please you cant just say that SM need FoF because Eldar have it so stop comparing units for fucks sake
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Re: Patch 2.3 - Tentative Balance changelog

Postby Kvek » Sat 05 Apr, 2014 9:21 am

Dark Riku wrote:
Kvek wrote:and its pretty fine in the SM roster, and please you cant just say that SM need FoF because Eldar have it so stop comparing units for fucks sake
Stop cbeing such an asshole and retard for fucks sake

What's wrong about my post, and you said that comparing units head on is pointless too iirc
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Re: Patch 2.3 - Tentative Balance changelog

Postby Sub_Zero » Sat 05 Apr, 2014 9:37 am

Your exaggerations are so perverted. You don't even try to explain your relation to the suggested buff. If you don't like something then you just start insulting and acting like a savage.

What is pretty fine in the SM roster? Did I compare units? The only conclusion I can make that you look through posts and don't even try to read them closely.

My point was that if +10 melee skill to all friendly units in area of effect 20 (!) considered as OK then why stimulants can't receive that buff (stimulants buff only one unit). I suggested that. And I think that this wargear is underpowered. I explained my position a long time ago. Almost no passive benefits (just 100 health for a T2 wargear?) and a semi-decent ability.
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Re: Patch 2.3 - Tentative Balance changelog

Postby Kvek » Sat 05 Apr, 2014 9:39 am

Sub_Zero wrote:Your exaggerations are so perverted. You don't even try to explain your relation to the suggested buff. If you don't like something then you just start insulting and acting like a savage.

What is pretty fine in the SM roster? Did I compare units? The only conclusion I can make that you look through posts and don't even try to read them closely.

My point was that if +10 melee skill to all friendly units in area of effect 20 (!) considered as OK then why stimulants can't receive that buff (stimulants buff only one unit). I suggested that. And I think that this wargear is underpowered. I explained my position a long time ago. Almost no passive benefits (just 100 health for a T2 wargear?) and a semi-decent ability.

No i don't, because you basically saisd it should get buffed because GK have it
and GK rely much more on melee, SM dont so its ok for GK
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Re: Patch 2.3 - Tentative Balance changelog

Postby Sub_Zero » Sat 05 Apr, 2014 9:46 am

Again, reread my last paragraph. When I suggested that +10 melee skill buff on top of +30% damage buff and suppression immunity some people said that it would be too much. Now I see that the GK Librarian gets changed and he will be able to buff all his units giving them +10 melee skill. If it is balanced then how can +10 melee skill to one certain unit be unbalanced?
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Re: Patch 2.3 - Tentative Balance changelog

Postby lolzarz » Sat 05 Apr, 2014 10:12 am

The combat stimulants actually increase damage done and also provides immunity to suppression. Might of Titan does neither. They are simply different.
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Re: Patch 2.3 - Tentative Balance changelog

Postby Nuclear Arbitor » Sat 05 Apr, 2014 11:59 am

Dark Riku wrote:
Kvek wrote:and its pretty fine in the SM roster, and please you cant just say that SM need FoF because Eldar have it so stop comparing units
.

usefulness of the posts at the beginning of the argument...
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Re: Patch 2.3 - Tentative Balance changelog

Postby Forestradio » Sat 05 Apr, 2014 3:42 pm

Might of Titan is getting buffed because no one ever buys it ever. Shrouding is 100x better and costs the same amount. MoT is never worth it unless you are popcapped in team games and have extra resources.
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Re: Patch 2.3 - Tentative Balance changelog

Postby Caeltos » Sat 05 Apr, 2014 3:59 pm

Updated OP with new stuff.

Not done yet with some light vehicle changes - work in progress
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Re: Patch 2.3 - Tentative Balance changelog

Postby Cheekie Monkie » Sat 05 Apr, 2014 4:08 pm

* Stormtrooper Sergeant now grants "Frag Grenades" - which deals 20 explosive_pvp damage in the radius and knockdowns the target in the area. This grenade has no timer and has a 24 range cast.

Let fly!

On a matter of cosmetics, can we perhaps see some explosive visuals on Astral Aim, in line with Vengeance Rounds? I was always disappointed by the lack of EXPLOSIONS from boltguns and the like.
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Re: Patch 2.3 - Tentative Balance changelog

Postby Ace of Swords » Sat 05 Apr, 2014 4:19 pm

* Reduced the VP tick by approximately 15% at all rates
* This is only available on the following maps
- Green Tooth Gorge (2P)
- Calderis Refinery (2P & 4P)
- Medean Cliff Mines (4P)
- Ruins of Argus (4P)
- Calderis Refinery (6P)


Are those maps getting a clone that slows down the VP tick or they are the original ones?
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Re: Patch 2.3 - Tentative Balance changelog

Postby Dark Riku » Sat 05 Apr, 2014 4:24 pm

@Ace
Caeltos wrote:
Dark Riku wrote:I hope we can still play those maps under normal vps?
Yes, should be possible. It's just a different map (if all goes well)


Caeltos wrote:* Nurgle Worship will stack ontop of it's existing effect on SHI, Daemons and Vehicles
I'm a bit lost here... For starters, Nurgle wroship doesn't work on vehicles.
Does this mean that normal worship will now work double the normal healing effect on SHI, Deamons and vehicles or does it mean that 2 worshipping heretics will now stack on everything or just on what it normally affects? Confusion :?

Caeltos wrote:* Falcon cost reduced from 360/90 to 350/60
* Falcon vision range increased from 40 to 45
That power cost seems a bit low for what the falcon brings if you ask me.
Maybe start of at 70 power? Baby steps?

Could we maybe also up the price for the bubble in T3 then? That thing is still amazing. This is coming from own exp in 3v3's as of late though.

Caeltos wrote:* Ravener Deverour cost reduced from 75/20 to 50/15
Promoting ranged rav play? :)
Last edited by Dark Riku on Sat 05 Apr, 2014 6:09 pm, edited 6 times in total.
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Re: Patch 2.3 - Tentative Balance changelog

Postby Torpid » Sat 05 Apr, 2014 4:25 pm

60 power falcon?

Are we not getting a bit carried away here? The only reason falcons are never seen is because of the buffs to the WL, especially his BL. Not sure such a radical change was wise. We'll see though I guess.

Regardless really can't wait for this patch update. Gonna shake stuff up so well. Nurgle worship changes are interesting, as is the power fist change...
Last edited by Torpid on Sat 05 Apr, 2014 6:29 pm, edited 1 time in total.
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Re: Patch 2.3 - Tentative Balance changelog

Postby Orkfaeller » Sat 05 Apr, 2014 4:50 pm

* Teleporter Relay Beacon cost increased from 200/20 to 200/30


Yikes, thats severe :(
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Re: Patch 2.3 - Tentative Balance changelog

Postby Sub_Zero » Sat 05 Apr, 2014 5:12 pm

* Chainsword & Stormshield cost reduced from 120/25 to 110/20

I expected a higher price... Could not even think about that. The wargear is extremely powerful. Your best friend if you don't use assault marines.

* Flesh over Steel now tracks the target to ease up some issues with the ability itself

It removes counter-play. Now he can teleport to any vehicle and disable it. However it is balanced by the fact that you had reduced the ability's duration. Let's see how it will play out.

* Teleporter Relay Beacon cost increased from 200/20 to 200/30

Justified, for sure. It is tremendously good.

* Plague Marine squad size reduced from 4 to 3 (pop reduced from 16 to 15) (general stats unchanged)

Is it a huge buff or huge nerf? I mean do they become even more tanky? Previously a squad of plague marines consisted of 4 models. Each model had 500 hp. Now there is only 3 models in a squad. Does it mean that each model has 666 hp now?

* Falcon cost reduced from 360/90 to 350/60

Too radical. The guys had already mentioned it.

* Stormtrooper Mines has been removed from the game

Why? Does it have something to do with the current stupid detection system?
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Re: Patch 2.3 - Tentative Balance changelog

Postby Atlas » Sat 05 Apr, 2014 6:14 pm

With even more changes on the way, it's practically going to be night and day after this patch.

Some changes I have mixed feelings about but I'm no wiseman of this game. Just can't wait to see what happens!
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Re: Patch 2.3 - Tentative Balance changelog

Postby Dark Riku » Sat 05 Apr, 2014 6:15 pm

Sub_Zero wrote:
* Flesh over Steel now tracks the target to ease up some issues with the ability itself
It removes counter-play. Now he can teleport to any vehicle and disable it. However it is balanced by the fact that you had reduced the ability's duration. Let's see how it will play out.
You're forgetting the increased energy cost...

Sub_Zero wrote:
* Plague Marine squad size reduced from 4 to 3 (pop reduced from 16 to 15) (general stats unchanged)

Is it a huge buff or huge nerf? I mean do they become even more tanky? Previously a squad of plague marines consisted of 4 models. Each model had 500 hp. Now there is only 3 models in a squad. Does it mean that each model has 666 hp now?
Should be around those numbers yes ^^
I don't see how anyone can consider this a nerf. It's quite the opposite.
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Re: Patch 2.3 - Tentative Balance changelog

Postby Lost Son of Nikhel » Sat 05 Apr, 2014 7:04 pm

- Nurgle Worship will stack ontop of it's existing effect on SHI, Daemons and Vehicles
With vehicles I suppose you mean the BC, isn't you?

This change needs more explanation.

* Updated models on Khorne Marines & Tzeentch Marines
IMHO, at least the Tzeentch Marines needs no changes.

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Re: Patch 2.3 - Tentative Balance changelog

Postby Arbit » Sat 05 Apr, 2014 7:53 pm

Wow, looking forward to this, but I'll echo the concern over the Falcon cost decrease. It seems a bit severe, especially since it provides AV and remains relevant in T3 with the shield.

Tracking FoS is one to watch as well, but 40 -> 70 energy and 8 -> 5 sec duration may make it fair.
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Re: Patch 2.3 - Tentative Balance changelog

Postby ChrisNihilus » Sat 05 Apr, 2014 8:33 pm

* Grenade Launcher Heretic damage reduced from 45 to 40
* Heretic Autoguns dps increase from 3,61 to a flat 5


Good change.
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