The Apo and you

Issues dealing with gameplay balance.
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Cheekie Monkie
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The Apo and you

Postby Cheekie Monkie » Sat 30 Aug, 2014 6:15 pm

Since we started discussing the apo in another thread, I thought we could open an original thread discussing the apo's problems. I understand that my OP will have some serious holes, but once we've gotten the argument rolling, I can form a more cohesive argument.

Inflexibility of wargear combos
The problem now is that the apo feels like a one trick pony, offering little variety in wargear options e.g.

bolter + purity + medical equipment
axe + purity + rites/grenades

On the other hand, commanders like the FC have a virtually unlimited variety of wargear options and combos, able to adapt to pretty much any situation or playstyle of the player. Sword + artificer? No problem. Sword + alacrity? Also not a problem. Just because everyone seems to be getting the teleporter+fist/hammer doesn't negate the fact that the FC has such a versatile mix of toys.

The FC can also grab his toys in pretty much any tier of the game (e.g. depending on the situation, he can grab his armour or halo in either T1/T2 without obvious detriment) , depending on the player's choices and willingness to invest. Compare this with the apo. There's no point in getting purity in T1, as he cannot afford to heal spam at this time - thus he effectively has no armour options in T1! Thus rites, which also stack with purity can never reach it's full potential until T2.

The problem now is that too many builds rely too heavily on medical equipment. It's virtually a must have for non axe apo's, as his real (and arguably only) strength lies in healing, healing, and healing, which can only be achieved through judicious use of energy.

The high risk, low/medium return of a melee apo
Whereas the bolter offers some nice crowd control, decent damage and the inherent survivability being in the back lines, melee apos on the other hand have a high risk, yet low/medium return playstyle.

The Sanguine Chainsword
Let's take a look at two potential scenarios in which I might want to grab the SC.

1) Massed light melee, in which I might want to have the extra survivability to not have to run away every time a slugga squad looks at me funny.
2) Massed light ranged, e.g. mass scouts in which I want to tie up squads and have the extra survivability to not have to run away every time something other than a peashooter comes at my general direction.

Whilst the SC can undoubtedly kick much ass in T1 and T1.5, its usefulness peels off very quickly come T2, as both melee and ranged squads easily outdamage the sword's healing. What's worse is that the damage you do relative to T2 squads' health becomes pitiful, leaving you as a poor man's tank. Yes, I'm aware that he still heals.

The problem is that the SC isn't really cheap enough to throw away during the mid game, like the power sword and doesn't scale well enough to be a game long investment.

The Power Axe
I find the power axe to be in a confusing state at the moment. Yes, it is brilliant to be free of the constraints of improved medical equipment, but it's the energy drain which seems out of place in T2 rather than T1, as bubble commanders are already tanking you, jump troops already jumping you all throughout T1 while you fidget and wait for the axe to show up.

Meanwhile, in T2 it becomes dangerous to actually engage said bubble commanders and jump troops with the apo, as their own weapons tend to eat the apo alive.

Some preliminary suggestions

I understand that these suggestions aren't perfect, so I urge readers to look into the reasoning behind the proposal rather than delving too deeply into the proposal itself.

Make the apo less reliant on medicool equipment

This can be achieved by making either his armours, or his weapons a source of minor energy e.g. 0.5 energy regen on purity. Reduce the number of energy granted by medical equipment to 50, reduce its energy regen to 0.5 and give it some other buff, I don't know, a bigger, stronger, radius on his heal aura or something. I'll leave it to you pros to handle the details of a buff.

Make a melee apo a high risk, high reward unit
Despite the title, I do advocate a health increase on power axe apo's like the plague sword. Regarding the high reward element, make me want to charge alongside my ASM's, make me want to counterinitiate those stormboys and make me feel like I can achieve and/or lose more than what I could do than if I was cowering behind my tacs. I don't care if I have to pay something like 35 power for it.

Give him some T1 love
Despite my potential willingness to invest, the apo can never reach his full potential until T2. I understand you don't want heal spamming so early, but I'm disheartened by my lack of options in T1, especially given the fact that he's one of the only heroes which don't have a real armour option in T1. At least make his heal increase every level instead of every two, for example, so I can at least relish the fact that "Yes! My apo hit level two"

You may argue that the apo is balanced right now and I may or may not agree with you. But the problem isn't just balance, it's a matter of choice and fun. The reason why I admire commanders like the FC is that he can allow you to mix wargears up and adjust your tactics and playstyle. The apo on the other hand, feels so rigid that his wargear feels like you're following an instruction book without any creative thought.
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Bahamut
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Re: The Apo and you

Postby Bahamut » Sat 30 Aug, 2014 7:43 pm

i think the apo actually shines in t1 and then falls of in late t2/t3. And that's i think makes people say Apo is strong, since he does actually make a huge impact in t1
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Ace of Swords
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Re: The Apo and you

Postby Ace of Swords » Sat 30 Aug, 2014 10:25 pm

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Sub_Zero
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Re: The Apo and you

Postby Sub_Zero » Sun 31 Aug, 2014 6:46 am

The only thing that saddens me about the Apothecary is the declared change to his 3rd armor. I mean, come on, it already costs 150 / 50 and fairly underwhelming as it is on unleveled units (comparing this wargear to other 150 / 50 wargears whose impact is greater) and it absolutely requires another investment - 100 / 20 to make it viable. So basically it is 250 / 70, almost like a razorback and it is not like your units will become immortal. The quarter of its efficiency is going to get away. Not a good thing. Do not take away the only Apo's T3 strenght.

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