Eversor Assassin - Feedback required

Issues dealing with gameplay balance.
jwsoul
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Re: Eversor Assassin - Feedback required

Postby jwsoul » Sat 28 Jun, 2014 9:20 am

Answered your own question mate which sounds cooler the Commander version! Wait for the UI update and create him that way i feel.

Wargear hmm well he is a manic drug user and in a way not really commander material but disregard that comment and focus on how cool of a unit he could be! You know what i would like to see if all of his say accessory wargear was drug related and each drug had a different profound effect when the ability was activated. Also when the assassin dies he explodes similar to the GUO but a lot faster or maybe just having a build that incorporated an exploding suicide type death into him and then later at base a much reduced repurchase.
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Kcets
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Re: Eversor Assassin - Feedback required

Postby Kcets » Sun 29 Jun, 2014 10:32 pm

I think that the Eversor would be a wonderful Commander option, especially if the Lord Inquisitor is a 100% lock for GK Commander unit. I can't imagine a Lord Inquisitor being anything other than a Force Commander-type unit, so the Eversor would give the GK a sneaky commander.
ytimk
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Re: Eversor Assassin - Feedback required

Postby ytimk » Sat 26 Jul, 2014 9:15 am

(Opinions of a watcher, not a player)

First off thanks to all the mod crew for the new units and ideas - love your work and look forward to seeing more!

I would be happy with either option in the OP, but from my knowledge of how an entertaining E.A. would play, how about the ideas of:

-call in from a little black/custom drop/cryo pod - smacks down and this beast leaps out slashing;
-mindless ability like Blood Rage of the C-Dread. - lose control of the unit and he goes on a drug fuelled killing spree but cannot tell friend from foe (gets the associated buffs);
-passive jump/charge range is like that of the Bloodletters - pops up right in your face and starts smacking models around;
- (passive?) knockback from said jumps/charges of enemy models (like Seer council jump or a small Warboss charge?);
-explosive death of some type;
-if a hero then a Kommando Nob like "Kaboom!" ability since maniacle explosions seem to be right up this units alley.
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Metal C0Mmander
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Re: Eversor Assassin - Feedback required

Postby Metal C0Mmander » Sun 31 Aug, 2014 8:14 am

While I like the idea of more GK commander variety, I must say the idea of getting rid of the flame strike global is just too sweet for me to pass. Reasons? 1) It's a global shared with the IG and everything that make the grey knights more unique is ok for me. 2) It's a global that always worked a bit to well with the grey knights for my taste. It gives an easier time to their already strong units to just walk up an wipe weak infantries. 3) I always found GK had an easy enough time with infatry blobs thanks to their loads of flammers and other AOE attacks.

But back to the eversor assassin, I could see him being a very powerful and anoying call-in that would force the enemy into either killing him or fleeing his onslaught making him very much alike to his role in the fluff as a terror shock troop of great cost compared to an hero unit who can be revived again and again. Heck it could even be better once the eversor remains free to move around the battlefield making people warry to have units alone. And if you are afraind he might be to strong you could always nerf him by moving the global to T3 or by having him out of the battle after he retreats to maybe have him be called back again at a slightly reduced price and after a short cooldown. As to anyone who thinks 3 sub-commanders would be to strong, I would say that I personally think it would work with the original idea of the grey knight being an army of few but strong infantries. Beside there are still a few problem to fielding subcommanders such as the cost, the risk and the need for the eversor to be woking close to the rest of the army which you could always make a nerf to counter.

I'll finish all this by saying that if there's actually going to be the inquistor as a certain addition to the GK commander rooster, then maybe you should just add him alone so that people can take the time to get used to a single new hero rather than two.
Consider that whenever I speak of balance I'm speking of team games. I suck at 1v1 and I'm fine with that.

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