Patch 2.3 Balance changelog

Issues dealing with gameplay balance.
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Dark Riku
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Re: Patch 2.3 Balance changelog

Postby Dark Riku » Thu 01 May, 2014 3:01 pm

Takadekadaka wrote:What if one were to scale down the skeleton for the wraithlord since it's a pretty similar bipedal that also uses one armed melee and one armed ranged attacks?
A Dreadknight is bigger than a Wraihlord, so it should be scaled up ^^
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Re: Patch 2.3 Balance changelog

Postby Swift » Thu 01 May, 2014 5:27 pm

A Dreadknight is much bigger, which is more of a problem.
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Re: Patch 2.3 Balance changelog

Postby Lost Son of Nikhel » Sun 04 May, 2014 3:37 pm

Just Theorycrafting here: Should receive ranged walkers (Vanilla Chaos Dread, MoT Chaos Dread, AC Dread....) the melee resistance aura BUT in return make less melee damage (from default 73.33 dps to 60 dps, for example)?
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Re: Patch 2.3 Balance changelog

Postby Torpid » Sun 04 May, 2014 3:39 pm

No, that would be too strong. They should die in melee to HM and not take minutes to kill.
Lets make Ordo Malleus great again!
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Re: Patch 2.3 Balance changelog

Postby sebi.costa » Sun 04 May, 2014 4:45 pm

* 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

Seems like a buff for the baneblade. Glad to see it.
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Re: Patch 2.3 Balance changelog

Postby sebi.costa » Sun 04 May, 2014 6:41 pm

I think tech-marine is a bit to strong in team games.
Beacon reinforces everyone, very good turrets, global repair, orbs stun very good anti vehicles, marked target insane damage when combined with ur allies.
His not that awesome in 1v1 but his very strong in team games. Is there a way to nerf his team game huge potential, but not harm his 1v1?
Maybe if some of his abilities didn't affect allies it would be ok.
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Re: Patch 2.3 Balance changelog

Postby Atlas » Mon 05 May, 2014 4:56 am

sebi.costa wrote:I think tech-marine is a bit to strong in team games.
Beacon reinforces everyone, very good turrets, global repair, orbs stun very good anti vehicles, marked target insane damage when combined with ur allies.
His not that awesome in 1v1 but his very strong in team games. Is there a way to nerf his team game huge potential, but not harm his 1v1?
Maybe if some of his abilities didn't affect allies it would be ok.


Going specifically at nerfing TM for team games would probably be increasing the price of the beacon, which is already being done in the patch.

I slightly disagree with the Orbs talk since in team the TM is a lot squishier but otherwise yeah, I think he's a powerful team hero.
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Re: Patch 2.3 Balance changelog

Postby Barrogh » Mon 05 May, 2014 5:45 am

sebi.costa wrote:* 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

Seems like a buff for the baneblade. Glad to see it.

Assuming, DPS change affects main turret as well, yeah, probably.
It probably won't instagib leveled devs/havocs now. Not sure if I disagree with this though.
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Re: Patch 2.3 Balance changelog

Postby Indrid » Mon 05 May, 2014 2:23 pm

By turrets he means the three twin-linked heavy bolters, the demolisher is the activatable shot. Seems like the mega-battle cannon remains unchanged.
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Re: Patch 2.3 Balance changelog

Postby Crewfinity » Mon 05 May, 2014 2:59 pm

The new turret damage is suppsed to be 33,75 right?

I assumed that the 33,3375 was a typo but nobody seems to have mentioned it yet :P
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Re: Patch 2.3 Balance changelog

Postby Wise Windu » Mon 05 May, 2014 3:06 pm

Crewfinity wrote:The new turret damage is suppsed to be 33,75 right?

I assumed that the 33,3375 was a typo but nobody seems to have mentioned it yet :P


Nope, 33.3375. The health damage will be 50 increased from 40. (multiply by 1.25 :p)
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Re: Patch 2.3 Balance changelog

Postby Crewfinity » Mon 05 May, 2014 4:52 pm

Ohhhhh my bad. Haha I'm used to American numbers, I forgot that European system uses commas instead of periods to indicate decimals.

Makes much more sense, thanks for clearing that up :)
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Re: Patch 2.3 Balance changelog

Postby Cheah18 » Mon 05 May, 2014 5:57 pm

Crewfinity wrote:Ohhhhh my bad. Haha I'm used to American numbers, I forgot that European system uses commas instead of periods to indicate decimals.

Makes much more sense, thanks for clearing that up :)


On a side note Crew, I hope you're not considering Brits to be 'European' in this context :D

We tend to use 'full stops' for decimals as well :p
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Re: Patch 2.3 Balance changelog

Postby Swift » Mon 05 May, 2014 7:48 pm

Yes, full stops, not "periods", for points. We also say pavement instead of sidewalk, just as a side note. The Baneblade change seems fairly good on the Anti infantry side, but I always thought the Lascannons could do with a small buff.
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Re: Patch 2.3 Balance changelog

Postby Torpid » Mon 05 May, 2014 9:39 pm

Full stop is such a terrible term...
Lets make Ordo Malleus great again!
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Re: Patch 2.3 Balance changelog

Postby sebi.costa » Tue 06 May, 2014 2:54 am

Indrid wrote:By turrets he means the three twin-linked heavy bolters, the demolisher is the activatable shot. Seems like the mega-battle cannon remains unchanged.


Ingrid ur saying the only turrets who get an upgrade are the bolter ones?
If thats what u mean, baneblade gets nerfed.
I always prefer 2 lemanrusses instead of a baneblade. Im curious to see if the unit's gonna be worth the resources to bring out.
Last edited by sebi.costa on Tue 06 May, 2014 3:09 am, edited 2 times in total.
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Re: Patch 2.3 Balance changelog

Postby sebi.costa » Tue 06 May, 2014 3:01 am

Atlas wrote:
sebi.costa wrote:I think tech-marine is a bit to strong in team games.
Beacon reinforces everyone, very good turrets, global repair, orbs stun very good anti vehicles, marked target insane damage when combined with ur allies.
His not that awesome in 1v1 but his very strong in team games. Is there a way to nerf his team game huge potential, but not harm his 1v1?
Maybe if some of his abilities didn't affect allies it would be ok.


Going specifically at nerfing TM for team games would probably be increasing the price of the beacon, which is already being done in the patch.

I slightly disagree with the Orbs talk since in team the TM is a lot squishier but otherwise yeah, I think he's a powerful team hero.


Ya but the cost increase is 10 power, that's nothing. Its a joke nerf.
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Re: Patch 2.3 Balance changelog

Postby sebi.costa » Tue 06 May, 2014 3:05 am

* Kaskrin Melta Gun weapon range increased from 20 to 24
* Kasrkin Grenade Launchers now knockdown targets
* Kaskrin Grenade Launchers cooldown increased from 5 to 6
* Kasrkin Weapon Expertise removed and replaced by Kasrkin Sergeant
* Kasrkin Sergeant now grants +100 courage and +0.5 capture rate to the squad

Weapons get un upgrade so no need for the weapons expertise and the sergeant gonna improve the survival of the unit. And it does get rid of the ridicules damage kasrkins have with weapon expertise and lasguns.
Its just the 100+ courage the sergeant gives them, i donno, it feels like a "take it why not" buff. Im pretty sure if they run for a suppression team their gonna get suppressed anyways. Unless they can force it off before getting suppressed. Then its all right.
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Re: Patch 2.3 Balance changelog

Postby Bahamut » Tue 06 May, 2014 3:41 am

sebi.costa wrote:
Indrid wrote:By turrets he means the three twin-linked heavy bolters, the demolisher is the activatable shot. Seems like the mega-battle cannon remains unchanged.


Ingrid ur saying the only turrets who get an upgrade are the bolter ones?
If thats what u mean, baneblade gets nerfed.
I always prefer 2 lemanrusses instead of a baneblade. Im curious to see if the unit's gonna be worth the resources to bring out.


yes, only the bolter side turrets get the buff

Lascannon turrets already do 55 damage each with each shot
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Re: Patch 2.3 Balance changelog

Postby sebi.costa » Tue 06 May, 2014 3:54 am

Please Caeltos put back the inquisitor hat on the inquisitor model in ELITE.
She has that stupid hat in retribution, why was it removed?
I get her servodrone is an item now, but what happened to the hat?
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Re: Patch 2.3 Balance changelog

Postby BaptismByLoli » Tue 06 May, 2014 5:09 am

sebi.costa wrote:Please Caeltos put back the inquisitor hat on the inquisitor model in ELITE.
She has that stupid hat in retribution, why was it removed?
I get her servodrone is an item now, but what happened to the hat?

You'll get in when you level up your IG high enough. Don't know what level it is though.

And as a side note, this kind of request needs to be posted on Random Crap. Not here
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Re: Patch 2.3 Balance changelog

Postby ChrisNihilus » Tue 06 May, 2014 6:35 am

sebi.costa wrote:Please Caeltos put back the inquisitor hat on the inquisitor model in ELITE.
She has that stupid hat in retribution, why was it removed?
I get her servodrone is an item now, but what happened to the hat?


Somebody here likes the hat-less inquisitor, anyway.
Just level up.
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Re: Patch 2.3 Balance changelog

Postby Orkfaeller » Tue 06 May, 2014 11:35 am

Ya but the cost increase is 10 power, that's nothing. Its a joke nerf.

A power increase by 50% is not "nothing".
It completely throws off your Beacon time window in the early game.
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Re: Patch 2.3 Balance changelog

Postby Nuclear Arbitor » Tue 06 May, 2014 12:00 pm

ChrisNihilus wrote:
sebi.costa wrote:Please Caeltos put back the inquisitor hat on the inquisitor model in ELITE.
She has that stupid hat in retribution, why was it removed?
I get her servodrone is an item now, but what happened to the hat?


Somebody here likes the hat-less inquisitor, anyway.
Just level up.

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Re: Patch 2.3 Balance changelog

Postby Swift » Tue 06 May, 2014 1:18 pm

Nuclear Arbitor wrote:
ChrisNihilus wrote:
sebi.costa wrote:Please Caeltos put back the inquisitor hat on the inquisitor model in ELITE.
She has that stupid hat in retribution, why was it removed?
I get her servodrone is an item now, but what happened to the hat?


Somebody here likes the hat-less inquisitor, anyway.
Just level up.

dat sexy bun

Am I missing something, because to me her hair just looks like she stumbled out of a cold shower onto a battlefield. Completely off topic.
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Re: Patch 2.3 Balance changelog

Postby Tex » Tue 06 May, 2014 3:14 pm

sebi.costa wrote:* Kaskrin Melta Gun weapon range increased from 20 to 24
* Kasrkin Grenade Launchers now knockdown targets
* Kaskrin Grenade Launchers cooldown increased from 5 to 6
* Kasrkin Weapon Expertise removed and replaced by Kasrkin Sergeant
* Kasrkin Sergeant now grants +100 courage and +0.5 capture rate to the squad

Weapons get un upgrade so no need for the weapons expertise and the sergeant gonna improve the survival of the unit. And it does get rid of the ridicules damage kasrkins have with weapon expertise and lasguns.
Its just the 100+ courage the sergeant gives them, i donno, it feels like a "take it why not" buff. Im pretty sure if they run for a suppression team their gonna get suppressed anyways. Unless they can force it off before getting suppressed. Then its all right.

I would think with +100 courage, Karskins should be able to get 2 bursts off against a suppression team, maybe even more from green cover, and I wouldn't doubt that they can run forward and get far enough to throw a grenade from max range.
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Re: Patch 2.3 Balance changelog

Postby lolzarz » Tue 06 May, 2014 3:19 pm

Tex wrote:
sebi.costa wrote:* Kaskrin Melta Gun weapon range increased from 20 to 24
* Kasrkin Grenade Launchers now knockdown targets
* Kaskrin Grenade Launchers cooldown increased from 5 to 6
* Kasrkin Weapon Expertise removed and replaced by Kasrkin Sergeant
* Kasrkin Sergeant now grants +100 courage and +0.5 capture rate to the squad

Weapons get un upgrade so no need for the weapons expertise and the sergeant gonna improve the survival of the unit. And it does get rid of the ridicules damage kasrkins have with weapon expertise and lasguns.
Its just the 100+ courage the sergeant gives them, i donno, it feels like a "take it why not" buff. Im pretty sure if they run for a suppression team their gonna get suppressed anyways. Unless they can force it off before getting suppressed. Then its all right.

I would think with +100 courage, Karskins should be able to get 2 bursts off against a suppression team, maybe even more from green cover, and I wouldn't doubt that they can run forward and get far enough to throw a grenade from max range.


Would the 100 additional courage allow them to fire their grenade launcher in time to disrupt the set-up team?
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Re: Patch 2.3 Balance changelog

Postby Swift » Tue 06 May, 2014 4:10 pm

I think playtesting will be done on this grenade launcher to find out.
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Re: Patch 2.3 Balance changelog

Postby Orkfaeller » Tue 06 May, 2014 4:13 pm

Supression mostly affects your reloard speed. So you would get out your first salvo anyway, bonus courage or not, I think.
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Re: Patch 2.3 Balance changelog

Postby Aertes » Tue 06 May, 2014 4:20 pm

They are a T3 unit after all. Other races get Terminators, heavy tanks and those things. Allow a squad of elite guardsmen to have some fun too...

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