Patch 2.3 Balance changelog

Issues dealing with gameplay balance.
sebi.costa
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Re: Patch 2.3 Balance changelog

Postby sebi.costa » Mon 12 May, 2014 12:34 am

That Torpid Gamer wrote:Yeah, now that I think about it because they're leveled that means that the bit of disruption from Use Yer Ead is less useful since the sluggas have more hp AND because the sluggas do more damage in the first place having the slugga's damage and ogryns damage scale evenly is still a bad thing for the ogs...

Question is, how did he get lv 4 sluggas :o


I just didnt managed to wipe them. Plus it was a comando nob so they were invisible most of the time.
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Re: Patch 2.3 Balance changelog

Postby Sub_Zero » Mon 12 May, 2014 6:12 pm

I see a group of fully upgraded lvl4 slaggas back capping. I send my lvl 3 ogryns over there to have a word with them. And my ogryns get wiped by the sluggas. I honestly didnt retreat them because i think a T2 melee squad is supposed to win vs a T1 melee squad.
I did end up winning the game, but i still dont get it, how did they lose to sluggas?

Because slugga boyz are freaking OP. That is why, mate. Check out my thread for some pretty funny numbers of their lovely nob who is, by the way, considered B-A-L-A-N-C-E-D.

I am really scared to send something against slugga boyz because I know that this OP nob will be ALWAYS present due to his laughably large health pool and he is not shy to hit as hard as an offensive hero with a T2 weapon. Why is that allowed? No answers have been given.
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Re: Patch 2.3 Balance changelog

Postby Indrid » Mon 12 May, 2014 6:59 pm

His attributes are in line with some other melee squad leaders. Not sure what your problem is. Comparing him to a melee sub-commander, which would typically have around double the health at Lv 1, is a huge exaggeration.
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Re: Patch 2.3 Balance changelog

Postby Crewfinity » Mon 12 May, 2014 7:01 pm

#rekt
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Re: Patch 2.3 Balance changelog

Postby Bahamut » Mon 12 May, 2014 10:05 pm

Indrid wrote:His attributes are in line with some other melee squad leaders. Not sure what your problem is. Comparing him to a melee sub-commander, which would typically have around double the health at Lv 1, is a huge exaggeration.


I'd say what's OP about slugga nob is the unnecessary hp buff to the squad he comes with. That or the fact he benefits from it too
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Re: Patch 2.3 Balance changelog

Postby sebi.costa » Mon 12 May, 2014 10:16 pm

* Sentinel Missile Launcher damage reduced from 70 to 65

Hope this is the krak missiles were talking about, and not the av one. Cuz the av one does light damage (less than a tact missile launcher, witch somebody said its a light expensive av. I really dont agree with that. I mean ya its lower damage than a lass-canon but still...)

And this is from dawn of war wikia: "From T2 onwards it is recomended to buy the Inferno Pistol. This weapon deals good damage versus all unit types, even vehicles, wich is a huge advantage considering the TERRIBLE AV THE IMPERIAL GUARD HAS TO OFFER." Well the melee resistence gonna make ogryns bad vs melee walker, so one av option kinda gone in that regard. To be honest instead of the Kasrkin melta guns(those guys are almost as fragile as stormtroopers) we never got this problem fixed!

I did saw a lot of people who suggested SM was a "balanced race", yet i see commander weapons getting buffed, as well as: Librarian(glad to see some more librarian play), Razorback, Assault Terminator, Orbital Bombardment, Vanguard, Predator Lascannon, Whirlwind.

But the imperial guard get a nerf to: Bunker, Banewolf(ya i get it it was broke), Sentinel, Baneblade(changes not that big, except a huge - damage demolisher cannon), Kaskrin(they get a buff and a nerf, i need to try them before being sure). Yes we do get pop reduction to GM leaders but * Tactical Sergeant & Assault Marine sergeant upkeep reduced from 12.8 to 10.8. Its nothing IG specific. And thx for the small cost reductions(25 rec, 5 power).
Why such special treatment for the SM(so many buffs compared to the other races, especially since people say the race is balanced...)?

Id be cool to have a psycher as sub-commander for IG. I mean the other races have, why not IG.
Last edited by sebi.costa on Mon 12 May, 2014 10:32 pm, edited 1 time in total.
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Re: Patch 2.3 Balance changelog

Postby Torpid » Mon 12 May, 2014 10:28 pm

Because SM so UP
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Re: Patch 2.3 Balance changelog

Postby Bahamut » Mon 12 May, 2014 10:32 pm

SM is the "most" balance race: People say this because SM is the race everybody uses to compare things to. In reality, SM is the only race without any OP unit or squad, which makes it the least imba race, which is different

IG t3 is OTT, kasrkins are OP as hell, no way to deny that, just too much dps for their price. The bunker is getting a nerf because it's also too good in team games. The BB demolisher nerf is somewhat needed, since it could insta gib even expensive squads with a lucky hit which really sucks for the enemy player, tho the hp reduction seems to be just because chaos fanboys complain their LRP can't solo a way more expensive and hard to get BB.. but who knows. a 1000/200 mega tank is obviously not meant to beat a 700/180 mega tank because REASONS

You're also forggetting that GM squad is getting a huge buff in upkeep and pop cap
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Re: Patch 2.3 Balance changelog

Postby Tex » Mon 12 May, 2014 10:37 pm

Dude, the pop reductions for IG are a MASSIVE buff. That is a unit you will have a minimum of 2 of in EVERY GAME.
This change will open the doors for people such as myself to use 3x and 4x GM builds, maybe even 5x GM. For people who stay inside the meta more frequently, it will mean that they will have room for another unit in their roster which is actually quite a big deal in terms of units like AKST or even another HWT.
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Re: Patch 2.3 Balance changelog

Postby sebi.costa » Mon 12 May, 2014 10:51 pm

Bahamut wrote:You're also forggetting that GM squad is getting a huge buff in upkeep and pop cap

No, im not forgetting, if u look I mention it :D . Plus sm sergents get the same pop discount.(2pop) yes their 2 leaders but still, they dont give abilitys.(unless u wanna count the reinforce 1 extra as an ability or the "kill the cowards")

Tex wrote:Dude, the pop reductions for IG are a MASSIVE buff. That is a unit you will have a minimum of 2 of in EVERY GAME.

Thats the ideal, but they will die(for the emperor), ur not gonna have 2 in late game.

And nobody else thinks a sub-commander(psycher) for IG is a good idea?
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Torpid
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Re: Patch 2.3 Balance changelog

Postby Torpid » Mon 12 May, 2014 10:57 pm

LOL guardsmen getting wiped. Man. It's been months upon months since I lost a full GM squad.
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Re: Patch 2.3 Balance changelog

Postby Dark Riku » Mon 12 May, 2014 11:01 pm

Sebi, Just stop, please. You don't know what you are talking about.
Krak missile = the AV missile on the sent.
Ig has the worst AV capabilities...? Okidoki... :shock:
Sarges for SM's are not getting a pop reduction -.-
Etc...
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Re: Patch 2.3 Balance changelog

Postby Arbit » Mon 12 May, 2014 11:53 pm

sebi.costa wrote:No, im not forgetting, if u look I mention it :D . Plus sm sergents get the same pop discount.(2pop) yes their 2 leaders but still, they dont give abilitys.(unless u wanna count the reinforce 1 extra as an ability or the "kill the cowards")
I think people do, and they think they're very good ones at that.
And nobody else thinks a sub-commander(psycher) for IG is a good idea?
I think it would be a cool idea, but there doesn't seem to be a consensus that one is needed.
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sebi.costa
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Re: Patch 2.3 Balance changelog

Postby sebi.costa » Tue 13 May, 2014 12:28 am

Dark Riku wrote:Krak missile = the AV missile on the sent.
Ig has the worst AV capabilities...? Okidoki... :shock:


So witch missile gets its damage reduced? Krak or frag or both?
And like i said the comment about IG av is from dawn of war 2 wikia.
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Re: Patch 2.3 Balance changelog

Postby Wise Windu » Tue 13 May, 2014 12:38 am

sebi.costa wrote:So witch missile gets its damage reduced? Krak or frag or both?


The Frag missile (non-av).
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Forestradio
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Re: Patch 2.3 Balance changelog

Postby Forestradio » Tue 13 May, 2014 1:02 am

Sub_Zero wrote:nob will be ALWAYS present due to his laughably large health pool and he is not shy to hit as hard as an offensive hero with a T2 weapon.


He may have a large health pool, but the part about hitting as hard as an offensive hero is simply not true
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Re: Patch 2.3 Balance changelog

Postby Barrogh » Tue 13 May, 2014 8:44 am

Radio the Forest wrote:He may have a large health pool, but the part about hitting as hard as an offensive hero is simply not true

Do we need to bring 100 DPS monstrosities up for the sake of nitpicking here? :P
65 power melee DPS is definitely more or equal to what majority of heroes, including ones listed as offensive, get.

Although this probably belongs to Nob thread.
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Re: Patch 2.3 Balance changelog

Postby BaptismByLoli » Tue 13 May, 2014 11:24 am

sebi.costa, The problem with the wiki is that although it gives you numbers and statistics, it's also written(and can be edited) by the people for the people and each person has their own views on a certain topic or in this case, faction. So what they say may not necessarily be true. And by wikia, I'm assuming you're referring to this wikia and not this one cause the latter is not according to Elite statistics.

Edit: And trust me, Sentinals getting a nerf to their Missile Launcher damage is a good thing. Cause have around two of those babies around and you ccan pretty much say goodbye to having a ranged blob, melee blob(If you attack ground) and transports(and to a certain extent, walkers)
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Re: Patch 2.3 Balance changelog

Postby Torpid » Tue 13 May, 2014 12:08 pm

Whoever wrote that wiki page also seems to get a hard-on when they think about nobs.

"OMG IQ late game good becuz she owns nobs"
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Re: Patch 2.3 Balance changelog

Postby sebi.costa » Tue 13 May, 2014 6:58 pm

Discreet wrote:Edit: And trust me, Sentinals getting a nerf to their Missile Launcher damage is a good thing. Cause have around two of those babies around and you ccan pretty much say goodbye to having a ranged blob, melee blob(If you attack ground) and transports(and to a certain extent, walkers)


Im all for the frag missile nerf. It deals good damage and in elite it fires faster than retail. I was afraid the av one was getting hit. (its soft av in my opinion, so reducing its damage made no sense)
And i was refering to this wikia: http://dow.wikia.com/wiki/Dawn_of_War_Wiki
And this article: http://dow.wikia.com/wiki/Retribution/Inquisitor/Strategy
I never seen the wikia u assumed i was on :)
And dont these things get looked at from time to time, so nobody changes everything. Plus the persone who made the article really seem to think IG have bad av.(i mean most is fragile av, Catachan sergent, stormtroopers, Kaskrin, but i dont consider it terrible)
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Re: Patch 2.3 Balance changelog

Postby Ace of Swords » Tue 13 May, 2014 7:15 pm

Not only that is ancient as fuck, but there is also to consider the HWT bug of retail, and the guy who wrote the guide seems rather terrible.
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Re: Patch 2.3 Balance changelog

Postby BaptismByLoli » Tue 13 May, 2014 7:27 pm

There's your problem. The wikia you're looking at is according to Retail statistics, not Elite. Just look at Wise Windu's Codex/Wikia or whatever you wish to call it.

And stop believing everything a wiki says please.

Edit: And don't make fun of Krak Missile on a Sentinal

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Re: Patch 2.3 Balance changelog

Postby Torpid » Tue 13 May, 2014 7:45 pm

IG probably have the best AV out of all the races in t2. Them or nids, although the change to the FOTM accuracy to the WL BL that came about in elite made eldar AV so much better.
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Re: Patch 2.3 Balance changelog

Postby Lulgrim » Tue 13 May, 2014 8:08 pm

Discreet wrote:There's your problem. The wikia you're looking at is according to Retail statistics, not Elite. Just look at Wise Windu's Codex/Wikia or whatever you wish to call it.

Wikia is a company/website that hosts wikis. Our codex section has nothing to do with either.
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Re: Patch 2.3 Balance changelog

Postby BaptismByLoli » Tue 13 May, 2014 8:16 pm

Lulgrim wrote:Wikia is a company/website that hosts wikis. Our codex section has nothing to do with either.

Derp, sorry

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sebi.costa
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Re: Patch 2.3 Balance changelog

Postby sebi.costa » Tue 13 May, 2014 8:24 pm

Discreet wrote:Edit: And don't make fun of Krak Missile on a Sentinal


I just said it doesnt do much damage, its light av. Damage is lower than a missile sm squad.
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Re: Patch 2.3 Balance changelog

Postby BaptismByLoli » Tue 13 May, 2014 8:26 pm

Then let me correct myself. Don't underestimate Krak Missle on Sentinals

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sebi.costa
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Re: Patch 2.3 Balance changelog

Postby sebi.costa » Tue 13 May, 2014 9:02 pm

Ace of Swords wrote:Not only that is ancient as fuck, but there is also to consider the HWT bug of retail, and the guy who wrote the guide seems rather terrible.


It might be old, but ig av hasnt change a lot since then.(except Kasrkin, unless there's something im missing out)

That Torpid Gamer wrote:IG probably have the best AV out of all the races in t2.


Yes u are right, but some of the av units are fragile, like really fragile.(stormtroopers, Catachan sergeant, Kasrkin(i guess the sergeant will make them more durable)).
I dont see anything wrong with ig av, just nervous about the walkers melee resistance.
(and god pls no resistence for the Deff Dredd, that thing is great already, and i never saw anyone using them as a melee counter)
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Re: Patch 2.3 Balance changelog

Postby Bahamut » Tue 13 May, 2014 9:49 pm

Call me weird or whatever, but chaos AV > IG AV

khrone havocs + plague marines IMO is the best scaling AV combo out there, IG comes really close with autocannon HWT and melta troopers but it's a bit riskier because melta troopers have low range and can cause massive bleed if not careful
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Re: Patch 2.3 Balance changelog

Postby Raffa » Tue 13 May, 2014 10:14 pm

Eldar AV is the best, they just have so many options from BL platform, classic grenade + banshees, 100% fotm WL BL, fire dragons, even the falcon whittles stuff down. It's just about choosing the right one for your army comp, and the job at hand.

Tyranid AV is tied with IG in 2nd for me. Tyranids are obviously better in T2 but IG's AV potential spikes in T3 with Vanquisher cannon Russ. It comfortably wins all tank duels and has amazing range too. Not to mention ZE BEHNBLAYD.

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