Patch 2.3 Balance changelog
- BaptismByLoli

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Re: Patch 2.3 - Tentative Balance changelog
Don't forget that Nurgle Shrine also grants 7% Heal every 12 seconds (6 under worship) and also grants reinforcements when under worship as well. Shrines are already good as is and I think Nurgle Shrine affects Allied units as well

Re: Patch 2.3 - Tentative Balance changelog
sebi.costa wrote:Kvek wrote:sebi.costa wrote:What do u prefer getting a banewolf or waiting a bit for ogryns?
The other units u can get instead are better. And if u race to get a banewolf and u gen bash and ur enemy has no AV to respond like in ur example, that means ur raping ur opponent, and ogryns would be better then too!
So instead of forcing AV from your enemy, and getting a bash off you will get out a ogryn squad and wait till he gets a simple dev squad out? or even better, libby and pdevs are super-great vs IG, and they'll simply rape you and you can't do anything about it with your ogryns and your army can't do much too
and here is a good example of banewolf>ogryns
http://www.gamereplays.org/dawnofwar2/r ... &id=294675
Kvek, that gen bash is a big if, in a close game u dont have the luxury to get a unit thats good only vs light infantry(a bit vs walker cuz of the slow) and buildings. instead of getting a strong line pusher like the ogryns. and plus u just use kataches or artillery-spoters to get clear the suppression teams before ogryns charge. And ogryns do gen bash pretty fking good too. So no banewolf<ogryns,stormtroopers,manticore,chimera(depends on situation)
And thx for the vidi love replays, ill watch tomorow.
Okay, let me say it this way
Ogryns are easier to counter than bane wolf, and they dont give you a guaranteed power bash and the unit isnt good only vs light infantry, if u watch the replay it obliberates my devs, and the slow is pretty nice too
and no, you cant counter a suppression team that is supported by a librarian with cats or a spotter squad
Re: Patch 2.3 - Tentative Balance changelog
Bane wolf is incredibly OP. It solos ork armies. Not only does it snare infantry but it even snares vehicles. It is speed 8 (same as a sentinel, but remember it snares everything passively). It's ability has huge range and cripples armies and actually does damage over time (which is very strong when combined with hellfury or the crossbow ability or both, especially in base). It has no build time and it utterly annihilates generators.
It doesn't matter what the game mode was this thing over-performed horribly and I'm glad it finally got its deserved nerf. We'll still see it since the red cost in elite is actually feasible, but it won't be overpowered. A great series of changes overall then I'de say.
It doesn't matter what the game mode was this thing over-performed horribly and I'm glad it finally got its deserved nerf. We'll still see it since the red cost in elite is actually feasible, but it won't be overpowered. A great series of changes overall then I'de say.
Lets make Ordo Malleus great again!
Re: Patch 2.3 - Tentative Balance changelog
Kvek wrote:
Bahamut, sarcasm?
wat? i think the banewolf is retarded OP beyond words, but since it's so rare not enough people complains about it nor caeltos has got humiliated by one
- Lost Son of Nikhel

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Re: Patch 2.3 - Tentative Balance changelog
* Bloodletter pop reduced from 16 to 12
WOT. I mean, WOT.
Fuck Raptors and fuck KCSM. 2 X Bloodletters builds incomming.
WOT. I mean, WOT.
Fuck Raptors and fuck KCSM. 2 X Bloodletters builds incomming.
"Pater, peccavi in caelum et coram te; iam non sum dignus vocari filius tuus". Dixit autem pater: "manducemus et epulemur, quia hic filius meus mortuus erat et revixit, perierat et inventus est"
There will be no forgiveness for us.
There will be no forgiveness for us.
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sebi.costa

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Re: Patch 2.3 - Tentative Balance changelog
sebi.costa wrote:Kvek wrote:sebi.costa wrote:What do u prefer getting a banewolf or waiting a bit for ogryns?
The other units u can get instead are better. And if u race to get a banewolf and u gen bash and ur enemy has no AV to respond like in ur example, that means ur raping ur opponent, and ogryns would be better then too!
So instead of forcing AV from your enemy, and getting a bash off you will get out a ogryn squad and wait till he gets a simple dev squad out? or even better, libby and pdevs are super-great vs IG, and they'll simply rape you and you can't do anything about it with your ogryns and your army can't do much too
and here is a good example of banewolf>ogryns
http://www.gamereplays.org/dawnofwar2/r ... &id=294675
Kvek, that gen bash is a big if, in a close game u dont have the luxury to get a unit thats good only vs light infantry(a bit vs walker cuz of the slow) and buildings. instead of getting a strong line pusher like the ogryns. and plus u just use kataches or artillery-spoters to get clear the suppression teams before ogryns charge. And ogryns do gen bash pretty fking good too. So no banewolf<ogryns,stormtroopers,manticore,chimera(depends on situation)
And thx for the vidi love replays, ill watch tomorow.
The banewolf was ok in this game. But u could have had AV ready for it, u had the resources. And the ig didnt win because of it, it just gave them a fighting chance after the great start u had. The call-in is the only "broke" thing(a bit the tech marine can get a venerable dreadnot dropped in and its a lot better, i mean it, why is nobody bitching about no build time on the venerable
Re: Patch 2.3 - Tentative Balance changelog
Because the venerable is a T3 walker. You already have the counters to it ready and available in T2 and the ven-dread isn't half as fast as the bane wolf and it even destroys gens slower.
The bane wolf drops in when you're still in t1/teching t2. IG are notorious for their fast-tech capabilities as is. So you have no AV at hand, your squads are extremely susceptible to bleed, there is absolutely no way to counter this thing,it travels at speed 8 and it snares whatever it fires at so you can't even evade it like you can with walkers and to lesser extent even transports. Furthermore at this point in the game power is absolutely pivotal and the bane wolf just demolishes it all.
It's basically like the deff dread, except cheaper and with no build time. I think the deff dread is overpowered so the bane wolf is just lulz (considering IG get better repair support as it is).
The bane wolf drops in when you're still in t1/teching t2. IG are notorious for their fast-tech capabilities as is. So you have no AV at hand, your squads are extremely susceptible to bleed, there is absolutely no way to counter this thing,it travels at speed 8 and it snares whatever it fires at so you can't even evade it like you can with walkers and to lesser extent even transports. Furthermore at this point in the game power is absolutely pivotal and the bane wolf just demolishes it all.
It's basically like the deff dread, except cheaper and with no build time. I think the deff dread is overpowered so the bane wolf is just lulz (considering IG get better repair support as it is).
Lets make Ordo Malleus great again!
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sebi.costa

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Re: Patch 2.3 - Tentative Balance changelog
That Torpid Gamer wrote:Because the venerable is a T3 walker. You already have the counters to it ready and available in T2 and the ven-dread isn't half as fast as the bane wolf and it even destroys gens slower.
The bane wolf drops in when you're still in t1/teching t2. IG are notorious for their fast-tech capabilities as is. So you have no AV at hand, your squads are extremely susceptible to bleed, there is absolutely no way to counter this thing,it travels at speed 8 and it snares whatever it fires at so you can't even evade it like you can with walkers and to lesser extent even transports. Furthermore at this point in the game power is absolutely pivotal and the bane wolf just demolishes it all.
It's basically like the deff dread, except cheaper and with no build time. I think the deff dread is overpowered so the bane wolf is just lulz (considering IG get better repair support as it is).
I agree with u Torpid i see ur argument, and ya a banewolf while ur not in t2 is devastating. I guess i agree now with the changes.
Re: Patch 2.3 - Tentative Balance changelog
Nurland wrote:Khorne shrines already grant a 10% damage buff and Tzeentch shrine 10% dmg resistance. Imo shrines are in a rather good spot atm.
Aaa ok. I did not realize. Thanks!!
Re: Patch 2.3 - Tentative Balance changelog
Daddy wrote:Hello Caeltos and all,
I am a chaos fan boy at heart. I have a two suggestions.
I would love to see the chaos shrines improved and made more interesting to be used during game play.
My suggestion:
It would be nice to see the shrines give a buff aura (like the boss pole of the ork warboss, or the ork wargh banner), instead of summoning bloodletters or firing doom bolts. Keep in mind, these do not have to be big buffs.
For instance. A Khorne shrine buffs the melee of surrounding ally units or inflicts fear to enemy troops nearby reduce their damage.
For a Tzeench shrine. It could be a range damage buff for ally units or it could change the ranged/melee stances of nearby enemies (like the noise marines lol)
The nurgle shrine is great, because it suppresses (maybe increase the suppression range.) or offer a damage resistance aura to nearby friendly units.
Players are more likely to use the shrines knowing it will enhance their armies power.
The reason why i suggest this, is because the chaos factions need to feel more chaotic, by invoking powers of the warp. The tyranids feel swarmy with their synapse buffs, and the eldar are buffed from the avatar, autarch and seer councils. Orks also have their waagh buffs. IG has their bunkers with great buffs. space marines have inspirations kills buffs. Chaos are seriously left out in this department.
Also making ALL chaos shrines re-inforce when worshiped. This is important for chaos players. All other races have very accessible ways to re-inforce, through chimera, razorback, wartruck, falcon, Hive tyrant brood nest, lictor alpha pheromones etc..
fluff wise it makes sense, worshiping a shrine opens a warp gateway or something and draws in more chaos troops from the warp.
Thank you for your time.
I know it is a lot of work for you and your elite mod team. Pls let me know if you like it, or if it's stupid that is okay as well.
Thanks guys.
love guys which one have no idea about game but they will make balance !
Re: Patch 2.3 - Tentative Balance changelog
Love guys who complain about people which have no idea about the game and dare to make some suggestions...
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- Orkfaeller

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Re: Patch 2.3 - Tentative Balance changelog
please, dont be a dick, rataxas
Re: Patch 2.3 - Tentative Balance changelog
Updated OP.
Still. NOT. FINISHED.
Still. NOT. FINISHED.
Re: Patch 2.3 - Tentative Balance changelog
* Catachan Ol' reliable renamed to Ol' Unreliable 
So true.
So true.
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- Forestradio

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- Crewfinity

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Re: Patch 2.3 - Tentative Balance changelog
Sentinel now detects? that'll make it a lot harder for orks to kill them with a surprise loota... but i suppose the missile launcher is going down in DPS, so i can live with that.
Love all the changes I see, good work to everyone involved
Love all the changes I see, good work to everyone involved
- Black Relic

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Re: Patch 2.3 - Tentative Balance changelog
Sentinal will detect but will cost no power? I think this detection should be part of the ground pound upgrade or something if possible.
"...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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Atlas
Re: Patch 2.3 - Tentative Balance changelog
* Baneblade health reduced from 3500 to 3250
* Baneblade turret dps increased from 26,67 to 33,3375 on all turrets
* Baneblade Demolisher cannon reduced from 300 to 225
You now dun messed with a sacred cow. Better lock your doors tonight.
Anyway, not much more t say other than release plz?
Re: Patch 2.3 - Tentative Balance changelog
would really like to know when this patch is being released ,if possible(a week, a month?), this patch will change the game for many races and i am curios to see how it turns out.
Re: Patch 2.3 - Tentative Balance changelog
* Baneblade turret dps increased from 26,67 to 33,3375 on all turrets
Does it mean bolters, or main canon as well (it appears it does 26.67 DPS, same as bolters, and well, it probably qualifies for being a turret)?
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- Orkfaeller

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Re: Patch 2.3 - Tentative Balance changelog
With Sentinels now being dedectors, is there a chance to remove it from Catachans?
Re: Patch 2.3 - Tentative Balance changelog
the blotters only , the main canon dmg is unaffected. (i think)
- Cheekie Monkie

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Re: Patch 2.3 - Tentative Balance changelog
Pray tell, how much damage will the rhino storm bolter do? And will it be on a swivel turret, or it will have a fixed firing arc, like the sentinel?
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- Ace of Swords

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Re: Patch 2.3 - Tentative Balance changelog
Exactly for what reasons the whole T1 of IG can detect now?

Re: Patch 2.3 - Tentative Balance changelog
sentinels always had 15 radius detection btw
- Ace of Swords

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Re: Patch 2.3 - Tentative Balance changelog
Bahamut wrote:sentinels always had 15 radius detection btw
Yeah and there is no reason to buff it now, considering it was a race with 2 detectors in t1.5 which have crazy utility on theor own already.

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crazyman64335

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Re: Patch 2.3 - Tentative Balance changelog
yea not a fan of the sents being able to detect now, if that's to be a permanent thing to stay (which i'm personally hoping it isn't) then i think it should probably lose it's ability to decap points. sents will be VERY strong in the next coming patch it seems.
- Lichtbringer

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Re: Patch 2.3 - Tentative Balance changelog
I still think the Wraithlord should also get the melee boni.. :/ probably I just use him wrong, but I like to go melee with him.
Besides balance reasons (new WL would lose against upgraded Deffdread? despite the standart WL having the same ranged damage and costing more?), the speciality of the WL is that he DOESNT lose his melee when upgrading.
Solutions would be:
-Wl gets the buff but loses it with the upgrade (not really cool, goes against his design).
-Wl gets a Melee weopon upgrade?
with which he gains the boni. (Maybe he starts only with fists (like tabletop), but cheaper, and can upgrade to sword? Or he can buy a second Sword? (probably problems with the animations... )= )
What I basically want to say is: I like my WLs to be in closecombat with other walkers, and I think it should be a viable strategy.
And: Even if I am off on balance, pls consider the design/gameplay side of things^^
Edit: btw^^ post nr.10000 in the balance section muhahha
Besides balance reasons (new WL would lose against upgraded Deffdread? despite the standart WL having the same ranged damage and costing more?), the speciality of the WL is that he DOESNT lose his melee when upgrading.
Solutions would be:
-Wl gets the buff but loses it with the upgrade (not really cool, goes against his design).
-Wl gets a Melee weopon upgrade?
What I basically want to say is: I like my WLs to be in closecombat with other walkers, and I think it should be a viable strategy.
And: Even if I am off on balance, pls consider the design/gameplay side of things^^
Edit: btw^^ post nr.10000 in the balance section muhahha
Re: Patch 2.3 - Tentative Balance changelog
Pretty much exclusively play IG and I have no idea why we're getting detector sentinels. I don't think anyone ever asked for them. Can we please address more prevelant issues like their T2 survivability? Damage nerf does seem fair but if we're taking away their glass cannon-ish T2 usage, can we get something to compensate? And no, I don't think giving them vehicle armor is gonna solve it. I understand this has been an issue ever since retail but there's got to be SOME sort of solution? What about coming up with a unique armor for it? Is that insertable into the game?
Re: Patch 2.3 - Tentative Balance changelog
Yeah I'm with Ace on the Sent change, what is the thought behind this rather big buff?
Anyways, something that I think really should either get a buff (be it an ability, a passive buff [like the stacking buff from the nobz] or just an increase in base stats) are the Lightning Claws for the Force Commander Terminators.
Right now they are such a niche upgrade, they don't provide the disruption nor do the provide the damage of the Thunder Hammer. Meaning the Terminator Force Commander is worse in melee compared to his none Terminator armor Force Commander buddy.
And that is something that really disturbs me, that the "upgrade" on a 200 req/100 armpr armor is worse then the t2 melee weapon (i.e. The Thunderhammer) he has at his disposal.
Anyways, something that I think really should either get a buff (be it an ability, a passive buff [like the stacking buff from the nobz] or just an increase in base stats) are the Lightning Claws for the Force Commander Terminators.
Right now they are such a niche upgrade, they don't provide the disruption nor do the provide the damage of the Thunder Hammer. Meaning the Terminator Force Commander is worse in melee compared to his none Terminator armor Force Commander buddy.
And that is something that really disturbs me, that the "upgrade" on a 200 req/100 armpr armor is worse then the t2 melee weapon (i.e. The Thunderhammer) he has at his disposal.
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