WSE heavy gauge death spinner + improved targeters

Issues dealing with gameplay balance.
User avatar
Black Relic
Level 4
Posts: 846
Joined: Mon 29 Jul, 2013 3:05 am
Location: United States
Contact:

Re: WSE heavy gauge death spinner + improved targeters

Postby Black Relic » Mon 12 May, 2014 7:16 am

Yes Warp spider has 60 melee skill, but some t1 ranged units have 50 melee skill. Like guardians, termaguants, shootas, and guardsmen. Most, if not all, set up teams have a melee skill of 50. So Warp Spider (60) will proc as many specials on termagaunt (50) (in theory) as much as a Chaos Lord (70) would on Tactical Marines (60). Warp Spider can also proc specials on units with a melee skill of 60. Its just rare.
"...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
Shas'la
Level 1
Posts: 20
Joined: Sun 25 May, 2014 10:33 pm

Re: WSE heavy gauge death spinner + improved targeters

Postby Shas'la » Thu 29 May, 2014 5:31 pm

If this particular wargear combo is determined to be a problem (and I'm not entirely convinced that it is), then we could try changing the Heavy Gauge DS to the two-handed model (the sort that newbie Spiders use), to make it a tradeoff between disruption at range and practicality in melee.
User avatar
Ace of Swords
Level 5
Posts: 1493
Joined: Thu 14 Mar, 2013 7:49 am
Location: Terra

Re: WSE heavy gauge death spinner + improved targeters

Postby Ace of Swords » Thu 29 May, 2014 5:37 pm

Shas'la wrote:If this particular wargear combo is determined to be a problem (and I'm not entirely convinced that it is), then we could try changing the Heavy Gauge DS to the two-handed model (the sort that newbie Spiders use), to make it a tradeoff between disruption at range and practicality in melee.


This post doesn't make sense, the wse doesn't do too much melee damage without the powerblades wich are alright, he's used to tie up things instatly aswell as doing decent to pretty good ranged damage,something that wouldn't change at all with your suggestion which btw isn't the problem either, the problem with this wargear is for how long it can be used and other abuses that derives from that, read the thread.
Image
Shas'la
Level 1
Posts: 20
Joined: Sun 25 May, 2014 10:33 pm

Re: WSE heavy gauge death spinner + improved targeters

Postby Shas'la » Fri 30 May, 2014 5:13 pm

I'll be the first to tell you that I'm a pretty atrocious player, so I might just be thinking this through the wrong way, but it seems intuitive to me that you wouldn't want to directly nerf the potential of a 55 power investment in T1.

What changes with the two-handed animation set is first and foremost the ability to perform specials (at least I think that's tied to the animations); whether or not the damage is touched is a separate consideration. I did read through the thread, and I got the impression that people consider the ability to perform specials to be pretty impactful with regards to how the WSE performs in melee.

So, in short, by removing the HGDS melee special, we make it less effective in melee, and thus less versatile. There's quite a few examples of weapons that reduce a hero's versatility, like the Storm Shield for the FC, which removes his bolt pistol.

Return to “Balance Discussion”



Who is online

Users browsing this forum: No registered users and 0 guests