[EL] The Emperor wrote:they should be steamrolling the Ork, Tyranid, and Space Marine factions from the beginning of Tier 1
IIRC, other races also had changes done to them hence why Catachans are performing the way they are now ^^

[EL] The Emperor wrote:they should be steamrolling the Ork, Tyranid, and Space Marine factions from the beginning of Tier 1


Discreet wrote:[EL] The Emperor wrote:they should be steamrolling the Ork, Tyranid, and Space Marine factions from the beginning of Tier 1
IIRC, other races also had changes done to them hence why Catachans are performing the way they are now ^^


Catachans in Retail always raped Orks, Space Marines, Eldar, any faction really stupid enough to let them get close.
now they can't its a very rare sight to see Catachans win without a shotgun blast

Relax, Sternguard ammo is going to be changed. We recognized the issue and discussed the numbers for it well before Bahamut made his post.
* Advanced Healing heals for 1,5% of the units max health instead of 2%


* Great Unclean One no deals splash damage with his regular melee hit
The exact numbers aren't completely final, but at the moment it seems it will mean that Vengeance rounds will deal much more damage to SHI than Kraken, while Kraken does more to HI than Vengeance. So it will sort of be like the regular Kraken bolts ability that Tacs have, but obviously much longer lasting. Keep in mind, this is still subject to change. I can post again when the numbers are definitely sorted though, if you want.
* Warrior Brood Adrenal Glands health bonus decreased to nearby squads from 60% to 40%
Nurland wrote:GUO will no longer do splash damage with his standard attack

Sub_Zero wrote:I would love to see kraken rounds as dedicated anti-HI/SHI rounds. Vengeance rounds are the anti-vehicle rounds, venom rounds are the anti-infantry/commander rounds, kraken rounds are the anti-HI/SHI rounds, dragon fire rounds are the anti-garrison/cover rounds.
Ehm, why? Last patch they had their HP reduced. They are not like venom brood, they can't hide behind the lines and provide synapse without being destroyed. Warriors have to move along melee squads and are destroyed easily, thanks to their heavy armor, power melee units always come in handy... First you make them less tankier, then you make the benefit they provide worse. Why? Is it done to promote melee builds? Most of the time I see venom brood + zoanthropes and to T3 carnifex spam. Why?!
Increases health by 50%, melee skill by 10, and allows the squad to damage vehicles in melee. Grants Melee Synapse; allied Hormagaunts, Genestealers, and non-Devourer Raveners in radius 32 have their health increased by 60% and melee skill by 10. Increases reinforcement cost by 15/3.
Caeltos wrote:* Curse of Tzeentch duration from 15 to 20 seconds
fv100 wrote:Caeltos wrote:* Curse of Tzeentch duration from 15 to 20 seconds
Fuck YESSSSSS, Sorc is now viable


* Grey Knight Rhino can now only transport 2 squads (down from 3)
Here are the suggested numbers, http://i.imgur.com/MbyDj1K.png. We're a bit worried SG might overperform when compared to regular tacs. Give your thoughts
That things is like chains of torment but better and in T1. Reducing the cost really doesn't seem right to me.* Inquisitior Crossbow cost reduced from 110/25 to 110/20

Dark Riku wrote:That things is like chains of torment but better and in T1. Reducing the cost really doesn't seem right to me.* Inquisitior Crossbow cost reduced from 110/25 to 110/20
crazyman64335 wrote: besides the wargear itself is very meh in terms of damage.

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