Patch 2.3 Balance changelog

Issues dealing with gameplay balance.
Cheah18
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Re: Patch 2.3 Balance changelog

Postby Cheah18 » Wed 28 May, 2014 5:21 pm

Discreet wrote:@Cheah So if I'm reading that correctly, it's to help GK vs Melee spams and big blobs? I think next patch might resolve some of the issues though. Just wait and see


Pretty much, and to help cover GK's main flaws. But yeh we will have to see how things progress with the patch.
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Caeltos
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Re: Patch 2.3 Balance changelog

Postby Caeltos » Wed 28 May, 2014 5:23 pm

Behave people.
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Re: Patch 2.3 Balance changelog

Postby sebi.costa » Wed 28 May, 2014 6:03 pm

* Bunker Health reduced from 750 to 500

I know why its getting its life reduced, to make ig a bit easier to force off.
But wraithguard and d-cannons, after 1 hit bunkers really low, i think they might get left with 200-250 hp(the exact hp reduction were getting in 2.3). Now it takes 2 hits to take it down.
In 2.3 with such a big health reduction bunkers are gonna take 1 hit and get destroyed from wraithguard/d-cannons.
I dont have a big problem with that(since bunkers arent that expensive).
But i do want to know, if this is done on purpose?
Do the bunkers get a health reduction so they can get 1 shoot by wraithguard/d-cannons??? (yes they get distroyed faster from other atks, but its the wraithguard/d-cannons im worry about)
Since by taking 2 hits to kill in 2.2, the unit inside can get out in time, and we only lose the bunker. But if its gonna take 1 hit in 2.3, then loosing a unit and a bunker to a wraithguard/d-cannon hit is to op, since those units are already godly vs IG!
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Re: Patch 2.3 Balance changelog

Postby Black Relic » Thu 29 May, 2014 7:43 am

A nerf the the ig bunker is a slight indirect nerf to all their tiers. I think its needed (much vehicles). And buying an upgrade for the bunker will still increase its health. I for one would also like to see it give off a bit of upkeep when they buy an upgrade to the bunker, since both upgrades are great purchases and when placed well is hard to dislodge. I would also suggest upkeep to the Relay Becon as well.
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Re: Patch 2.3 Balance changelog

Postby PhatE » Thu 29 May, 2014 8:31 am

Bunkers are one of the hardest things to break in this game when it comes to team games, 2 vs 2 and 3 vs 3.

The repair and heal rates are extraordinary and they make games far longer than what they should be. A game that should have ended in 15 minutes gets prolonged to 40 minutes for no other reason than the bunker being there. Even after your team destroys the first one another will be there within 1 to 2 minutes. I'm very glad to see that it's getting an HP nerf.
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Forestradio
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Re: Patch 2.3 Balance changelog

Postby Forestradio » Thu 29 May, 2014 4:14 pm

You can still repair the bunker with your guardsmen.

This game comes to mind as to how hard it is to break a well-supported bunker in 3s: https://www.youtube.com/watch?v=Psh30zfB2Bw
sebi.costa
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Re: Patch 2.3 Balance changelog

Postby sebi.costa » Thu 29 May, 2014 4:57 pm

Radio the Forest wrote:You can still repair the bunker with your guardsmen.

This game comes to mind as to how hard it is to break a well-supported bunker in 3s: https://www.youtube.com/watch?v=Psh30zfB2Bw


Well if he gets destroyed after one hit from a d-cannon/wraithguard there is nothing left to repair... :/
Like i said in previous posts, i know why its getting a nerf. Thats the first thing i started the comment with.
My only concern is if they could just find a way to make the bunkers survive 1 hit from d-cannon/wraithguard.(at 1 hp im happy, so i can evacuate the bunker)
I know it gets 250hp upon upgrading.
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Forestradio
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Re: Patch 2.3 Balance changelog

Postby Forestradio » Fri 30 May, 2014 5:09 am

Caeltos wrote:* Purgation Squad Incinerator courage damage increased from 22.5 to 24


So I came up with a way to make Purgation not completely useless in t1 unless used in pairs. T2 purgations should remain the same with pyscannons and the new Astral Aim (with bigger range increase but not bigger sight radius).

Cost increased from 300/30 to 350/35. Upkeep and reinforce cost increased accordingly. Build time increased from 24 seconds to 30 seconds.

Incinerators can now suppress more than one unit at a time.

"Purged by Fire" removed entirely and replaced with two different abilites, as well as an energy bar of 100.

1. "Wall of Flame." 60 energy cost, 45 second cooldown. Think shotgun blast, but no suppression and lesser knockback strength.

2. "Fire of Titan." 60 energy cost, 60 second cooldown. Channeled ability through all three Purgation models. Open fire on a single entity, doing 10 damage per second (3.3333 damage per model, 10 damage in total) for 10 seconds. Only castable on single entities.

So this makes Purgation a real dedicated anti-melee squad, but also more expensive and more difficult to get out. Double purgation builds will be much harder. Opens up synergy with canticle in t1 and with the SS justicar in t2 (if you keep the flamers and don't want pyscannons) to replenish energy. Gives GK a way of damaging tanky single entities.

At the same time, they remain vulnerable to jump squads, snipers, and suppression teams.
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Re: Patch 2.3 Balance changelog

Postby BaptismByLoli » Fri 30 May, 2014 5:59 am

Will 'Fire of Titan' still snare/suppress the target that's being fired at?
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Re: Patch 2.3 Balance changelog

Postby Torpid » Fri 30 May, 2014 2:07 pm

Purgation would be OP like that Forest with the changes that GK are getting in T2 next patch. The rhino should make purgs more useful, I mean they're pretty obnoxious atm, they do totally shut down individual melee squads and that ability is pretty retarded since it completely negates blobs be them ranged or melee. We need to wait till next patch now to see whether or not GK need any further changes.
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Forestradio
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Re: Patch 2.3 Balance changelog

Postby Forestradio » Fri 30 May, 2014 3:39 pm

That Torpid Gamer wrote:Purgation would be OP like that Forest with the changes that GK are getting in T2 next patch.


Elaborate. Dread nerf, libby nerf in purge removal, strike squad buff. Whoopee.

That Torpid Gamer wrote:The rhino should make purgs more useful,


No it won't. Fuck purgation, buy another IST squad, give them their sergeant who ironically will be a way better melee counter and have way better utility than this supposed dedicated anti-melee squad.

That Torpid Gamer wrote:I mean they're pretty useless atm


fixed that for you.

That Torpid Gamer wrote:they do totally shut down individual melee squads and that ability is pretty retarded since it completely negates blobs be them ranged or melee.


Countering purgation is literally the easiest thing to do in the whole entire game.

If their ability is on cooldown, run at them with two squads. Congrats, they maybe suppressed one of them, the other one tied them up, they run away.

If their ability is off cooldown, run at them from two separate directions. Or charge any bubble shield commander at them.
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Raffa
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Re: Patch 2.3 Balance changelog

Postby Raffa » Fri 30 May, 2014 4:35 pm

Put it this way - as GK player, I need some more incentives to buy Purgations.

They're slow with no melee capability. They will be able to fire at long range but will it be enough to pressure vehicles (GK's main weakness until Paladins)? Is it going to be good enough with Shrouding to convince me to buy them with a Libby for AV purposes?

Relying on the Vindicare Assassin, time bomb though he is, has a lot of merits and if you're up against someone who is smart and will get vehicles anyway, the Vindi at least gives you the option of trying to springboard your way through T2 into T3 asap.
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Re: Patch 2.3 Balance changelog

Postby sebi.costa » Fri 30 May, 2014 8:24 pm

Raffa wrote:Put it this way - as GK player, I need some more incentives to buy Purgations.

They're slow with no melee capability. They will be able to fire at long range but will it be enough to pressure vehicles (GK's main weakness until Paladins)? Is it going to be good enough with Shrouding to convince me to buy them with a Libby for AV purposes?

Relying on the Vindicare Assassin, time bomb though he is, has a lot of merits and if you're up against someone who is smart and will get vehicles anyway, the Vindi at least gives you the option of trying to springboard your way through T2 into T3 asap.


U can buy them and upgrade in t2, those psycannons are great vs all targets!
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Forestradio
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Re: Patch 2.3 Balance changelog

Postby Forestradio » Fri 30 May, 2014 9:42 pm

And the VA is 100x better, longer range, doesn't bleed, burst damage that can spike heavily with his own buff+mind blades+shrouding (next patch, right now it breaks the game).
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Re: Patch 2.3 Balance changelog

Postby Crewfinity » Sat 31 May, 2014 6:21 pm

what if purgations were able to repair like the IG heavy weapon team? Could add a bit of incentive to get them like Raffa was complaining about, without directly changing their performance. It could also help GK players not rely on storm troopers quite as much.

Just a thought :)
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Re: Patch 2.3 Balance changelog

Postby BaptismByLoli » Sat 31 May, 2014 7:00 pm

I dunno, don't always see GK get vehicles so that ability can be negligable
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Torpid
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Re: Patch 2.3 Balance changelog

Postby Torpid » Sat 31 May, 2014 7:14 pm

You don't always see vehicles for any race period. Anyway you will see way more vehicles next patch for GK, or at least more rhinos. I think the rhino-purg synergy might be too good if they could repair though.
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Re: Patch 2.3 Balance changelog

Postby Ar-Aamon » Mon 02 Jun, 2014 3:31 pm

Does Might of Titan affect the TL too?
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Wise Windu
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Re: Patch 2.3 Balance changelog

Postby Wise Windu » Mon 02 Jun, 2014 4:05 pm

Ar-Aamon wrote:Does Might of Titan affect the TL too?


Yes
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Re: Patch 2.3 Balance changelog

Postby Ar-Aamon » Mon 02 Jun, 2014 4:22 pm

Good, good 8-)
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Re: Patch 2.3 Balance changelog

Postby Kithrixx » Sat 14 Jun, 2014 5:35 pm

It's been a full three months since this topic was started. Is there any ETA on 2.3 other than "when it's done"?
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Re: Patch 2.3 Balance changelog

Postby Indrid » Sat 14 Jun, 2014 5:55 pm

Hopefully in time for the tournament this month. Unless any major and complex issues are discovered it should be doable.
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Dark Riku
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Re: Patch 2.3 Balance changelog

Postby Dark Riku » Sat 14 Jun, 2014 8:23 pm

Eum..., one of the tools broke or something last time I heard anything.
So I would consider that a major issue :p
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Wise Windu
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Re: Patch 2.3 Balance changelog

Postby Wise Windu » Sat 14 Jun, 2014 8:45 pm

One of the tools?
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Caeltos
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Re: Patch 2.3 Balance changelog

Postby Caeltos » Sat 14 Jun, 2014 9:54 pm

It was just Myrdals computer that was responsible for the gitlab thing. It was down for a few days.

But it's back up.

AAAAND the patch is coming soooon. for real, it's coming.
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Raffa
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Re: Patch 2.3 Balance changelog

Postby Raffa » Sat 14 Jun, 2014 10:31 pm

Caeltos wrote:AAAAND the patch is coming soooon. for real, it's coming.

As it has been for the last 2 months? :)

Jokes aside, hopefully you're fer real. This revamp is looong overdue.
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Re: Patch 2.3 Balance changelog

Postby Indrid » Sun 15 Jun, 2014 1:21 am

They are very close. It's fer real.
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Re: Patch 2.3 Balance changelog

Postby HandSome SoddiNg » Sun 15 Jun, 2014 6:39 am

Indrid wrote:They are very close. It's fer real.


i can't wait for Indrid to cast the 1st match for 2.3 ,worth the Wait Lol
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Re: Patch 2.3 Balance changelog

Postby Kcets » Sun 15 Jun, 2014 10:55 pm

HandSome SoddiNg wrote:
Indrid wrote:They are very close. It's fer real.


i can't wait for Indrid to cast the 1st match for 2.3 ,worth the Wait Lol


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Caeltos
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Re: Patch 2.3 Balance changelog

Postby Caeltos » Sun 15 Jun, 2014 11:34 pm

Maybe he will cast some of the games we had today from our internal testing. But of course, that's up to him. 8-)

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