Patch 2.3 Balance changelog

Issues dealing with gameplay balance.
User avatar
BaptismByLoli
Level 4
Posts: 830
Joined: Fri 28 Feb, 2014 8:20 am
Location: The Place Where Wishes Come True

Re: Patch 2.3 - Tentative Balance changelog

Postby BaptismByLoli » Mon 07 Apr, 2014 10:32 am

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
Image
User avatar
Kvek
Level 4
Posts: 792
Joined: Mon 01 Apr, 2013 12:26 pm
Location: Czech Republic

Re: Patch 2.3 - Tentative Balance changelog

Postby Kvek » Mon 07 Apr, 2014 12:53 pm

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 vid :) i 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
User avatar
Torpid
Moderator
Posts: 3538
Joined: Sat 01 Jun, 2013 12:09 pm
Location: England, Leeds

Re: Patch 2.3 - Tentative Balance changelog

Postby Torpid » Mon 07 Apr, 2014 2:23 pm

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.
Lets make Ordo Malleus great again!
Bahamut
Level 4
Posts: 578
Joined: Fri 27 Sep, 2013 12:58 am

Re: Patch 2.3 - Tentative Balance changelog

Postby Bahamut » Mon 07 Apr, 2014 2:32 pm

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
User avatar
Lost Son of Nikhel
Contributor
Posts: 636
Joined: Wed 13 Feb, 2013 4:26 pm
Location: The Warp

Re: Patch 2.3 - Tentative Balance changelog

Postby Lost Son of Nikhel » Mon 07 Apr, 2014 2:41 pm

* Bloodletter pop reduced from 16 to 12
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.
sebi.costa
Level 2
Posts: 96
Joined: Mon 07 Apr, 2014 4:19 am

Re: Patch 2.3 - Tentative Balance changelog

Postby sebi.costa » Mon 07 Apr, 2014 3:04 pm

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 vid :) i 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 :)). As for the whirlwind, i think maybe switching his hunter missile for a flame missile(like the artillery spotters flame shell) would help it a lot. Because i dont see why it needs a utility ability if it cant do its job right.(its not like space marines dont have a lot of AV already)
User avatar
Torpid
Moderator
Posts: 3538
Joined: Sat 01 Jun, 2013 12:09 pm
Location: England, Leeds

Re: Patch 2.3 - Tentative Balance changelog

Postby Torpid » Mon 07 Apr, 2014 3:23 pm

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).
Lets make Ordo Malleus great again!
sebi.costa
Level 2
Posts: 96
Joined: Mon 07 Apr, 2014 4:19 am

Re: Patch 2.3 - Tentative Balance changelog

Postby sebi.costa » Mon 07 Apr, 2014 3:33 pm

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.
Daddy
Level 2
Posts: 82
Joined: Mon 07 Apr, 2014 8:37 am

Re: Patch 2.3 - Tentative Balance changelog

Postby Daddy » Mon 07 Apr, 2014 3:53 pm

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!!
Rataxas
Level 2
Posts: 90
Joined: Sun 31 Mar, 2013 5:29 pm

Re: Patch 2.3 - Tentative Balance changelog

Postby Rataxas » Tue 08 Apr, 2014 2:36 pm

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 !
User avatar
Ar-Aamon
Level 3
Posts: 280
Joined: Sun 24 Mar, 2013 12:07 pm
Location: Titan

Re: Patch 2.3 - Tentative Balance changelog

Postby Ar-Aamon » Tue 08 Apr, 2014 3:51 pm

Love guys who complain about people which have no idea about the game and dare to make some suggestions... :P

Sent from my RM-821_eu_euro2_224 using Tapatalk
User avatar
Orkfaeller
Contributor
Posts: 1069
Joined: Mon 29 Jul, 2013 6:01 am

Re: Patch 2.3 - Tentative Balance changelog

Postby Orkfaeller » Tue 08 Apr, 2014 3:53 pm

please, dont be a dick, rataxas
User avatar
Caeltos
Moderator
Posts: 1070
Joined: Sun 03 Feb, 2013 10:49 pm

Re: Patch 2.3 - Tentative Balance changelog

Postby Caeltos » Thu 10 Apr, 2014 4:22 am

Updated OP.

Still. NOT. FINISHED.
User avatar
Toilailee
Champion
Posts: 919
Joined: Tue 12 Mar, 2013 8:26 pm

Re: Patch 2.3 - Tentative Balance changelog

Postby Toilailee » Thu 10 Apr, 2014 4:51 am

* Catachan Ol' reliable renamed to Ol' Unreliable :lol:

So true.
Swift I: You're not a nerd, you're just a very gifted social spastic
User avatar
Forestradio
Level 5
Posts: 1157
Joined: Sun 13 Oct, 2013 5:09 pm

Re: Patch 2.3 - Tentative Balance changelog

Postby Forestradio » Thu 10 Apr, 2014 5:38 am

techpriest.jpeg
User avatar
Crewfinity
Level 4
Posts: 712
Joined: Tue 03 Dec, 2013 2:06 am

Re: Patch 2.3 - Tentative Balance changelog

Postby Crewfinity » Thu 10 Apr, 2014 6:44 am

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 :D
User avatar
Black Relic
Level 4
Posts: 846
Joined: Mon 29 Jul, 2013 3:05 am
Location: United States
Contact:

Re: Patch 2.3 - Tentative Balance changelog

Postby Black Relic » Thu 10 Apr, 2014 7:13 am

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
Atlas

Re: Patch 2.3 - Tentative Balance changelog

Postby Atlas » Thu 10 Apr, 2014 7:16 am

* 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?
illbeback
Level 0
Posts: 3
Joined: Thu 10 Apr, 2014 7:58 am

Re: Patch 2.3 - Tentative Balance changelog

Postby illbeback » Thu 10 Apr, 2014 8:06 am

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.
User avatar
Barrogh
Level 3
Posts: 229
Joined: Mon 30 Sep, 2013 11:04 am
Location: Moscow

Re: Patch 2.3 - Tentative Balance changelog

Postby Barrogh » Thu 10 Apr, 2014 10:34 am

* 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)?
When in mortal danger, when beset by doubt
Run in little circles, wave your hands and shout
User avatar
Orkfaeller
Contributor
Posts: 1069
Joined: Mon 29 Jul, 2013 6:01 am

Re: Patch 2.3 - Tentative Balance changelog

Postby Orkfaeller » Thu 10 Apr, 2014 12:14 pm

With Sentinels now being dedectors, is there a chance to remove it from Catachans?
illbeback
Level 0
Posts: 3
Joined: Thu 10 Apr, 2014 7:58 am

Re: Patch 2.3 - Tentative Balance changelog

Postby illbeback » Thu 10 Apr, 2014 12:16 pm

the blotters only , the main canon dmg is unaffected. (i think)
User avatar
Cheekie Monkie
Level 3
Posts: 362
Joined: Thu 09 Jan, 2014 2:58 pm

Re: Patch 2.3 - Tentative Balance changelog

Postby Cheekie Monkie » Thu 10 Apr, 2014 1:14 pm

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?
Playing truth or dare with Diomedes: You dare? YOU DARE?!
Tinder with Diomedes: THINK YOU ARE MY MATCH?!
User avatar
Ace of Swords
Level 5
Posts: 1493
Joined: Thu 14 Mar, 2013 7:49 am
Location: Terra

Re: Patch 2.3 - Tentative Balance changelog

Postby Ace of Swords » Thu 10 Apr, 2014 1:39 pm

Exactly for what reasons the whole T1 of IG can detect now?
Image
Bahamut
Level 4
Posts: 578
Joined: Fri 27 Sep, 2013 12:58 am

Re: Patch 2.3 - Tentative Balance changelog

Postby Bahamut » Thu 10 Apr, 2014 1:47 pm

sentinels always had 15 radius detection btw
User avatar
Ace of Swords
Level 5
Posts: 1493
Joined: Thu 14 Mar, 2013 7:49 am
Location: Terra

Re: Patch 2.3 - Tentative Balance changelog

Postby Ace of Swords » Thu 10 Apr, 2014 1:54 pm

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.
Image
crazyman64335
Shoutcaster
Posts: 329
Joined: Mon 06 May, 2013 2:15 am

Re: Patch 2.3 - Tentative Balance changelog

Postby crazyman64335 » Thu 10 Apr, 2014 2:54 pm

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.
User avatar
Lichtbringer
Level 3
Posts: 271
Joined: Sun 19 Jan, 2014 5:13 pm

Re: Patch 2.3 - Tentative Balance changelog

Postby Lichtbringer » Thu 10 Apr, 2014 2:56 pm

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? :D 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
Helios
Level 3
Posts: 220
Joined: Mon 18 Feb, 2013 1:37 am

Re: Patch 2.3 - Tentative Balance changelog

Postby Helios » Thu 10 Apr, 2014 5:01 pm

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?
User avatar
MaxPower
Contributor
Posts: 614
Joined: Mon 11 Feb, 2013 10:18 pm
Location: Leipzig

Re: Patch 2.3 - Tentative Balance changelog

Postby MaxPower » Thu 10 Apr, 2014 5:04 pm

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.
"A fortress is built with blood and toil. Only by blood and toil may it be taken." Leman Russ

Return to “Balance Discussion”



Who is online

Users browsing this forum: No registered users and 1 guest