what if DE default weapons (pre-upgrades etc.) throughout their entire roster are heavily suppressive BUT actually do very little damage? no separate suppression setup team (no setup teams at all), but every squad suppresses, but require something "extra" to actually kill
(this would be separate from whether or not the global red counts down).
Maybe a separate "harvest" ability that does the actual killing/soul harvesting.
Dark Eldar as a new race? Suggestion thread
Re: Dark Eldar as a new race? Suggestion thread
All Eldar are witches... even the men
Re: Dark Eldar as a new race? Suggestion thread
Making a whole race suppressing is as crazy as, in my opinion, making one that doesn't suppress at all.
The idea of a low damage but highly suppressive race may sound balanced for you in 1vs1, it doesn't for me; but from the moment the games goes 2vs2 or more the dark eldar would become the ally you must have. Suppressive troops without set-up time and 360 degrees of arc of fire. I'm not very smart but I simply can't fit that in the DoW II game style.
I guess that making races that don't follow the usual DoW II balance sounds original, but I believe its a mistake.
The idea of a low damage but highly suppressive race may sound balanced for you in 1vs1, it doesn't for me; but from the moment the games goes 2vs2 or more the dark eldar would become the ally you must have. Suppressive troops without set-up time and 360 degrees of arc of fire. I'm not very smart but I simply can't fit that in the DoW II game style.
I guess that making races that don't follow the usual DoW II balance sounds original, but I believe its a mistake.
Re: Dark Eldar as a new race? Suggestion thread
Aertes wrote:but from the moment the games goes 2vs2 or more the dark eldar would become the ally you must have
that's a good point. all the ideas re: "making a big change from the status quo" would have a big question mark over balance, anyways... . Well I dunno. Just really wondering if there's any way to introduce a genuinely-different "game mechanic", like how Necrons were different back in DoW1. If not "economy" (global red countdown), then "play style" (heavily suppressive).
Not that having a new faction that's good looking isn't something that people would want to play, just that I'm personally starting to worry it would be a bit on the "meh" end of things...
All Eldar are witches... even the men
Re: Dark Eldar as a new race? Suggestion thread
Hello everyone ! I just wanted to know :
Is there some progress being made concerning those awesome Dark Eldar ?
Not pushing just taking some news (if there are any !)
Is there some progress being made concerning those awesome Dark Eldar ?
Not pushing just taking some news (if there are any !)

Re: Dark Eldar as a new race? Suggestion thread
Noyt wrote:Hello everyone ! I just wanted to know :
Is there some progress being made concerning those awesome Dark Eldar ?
Not pushing just taking some news (if there are any !)
+1
- Wise Windu

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Re: Dark Eldar as a new race? Suggestion thread
Not at the moment afaik. Here's Shuma's thread: http://forums.relicnews.com/showthread.php?253393-ELDAR-ELDAR-AND-MORE-ELDAR-Shuma-s-Wargear-Room(Ranked-compatible-Mods!)/page55
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Re: Dark Eldar as a new race? Suggestion thread
I see, thank you
Re: Dark Eldar as a new race? Suggestion thread
Random thoughts/musings on stuff that could be done with Dark Eldar if they were implemented:
- In addition to having varied sources for Damage over Time, another "theme" could be better health regen. The health of a kabalite warrior could be somewhere in between a heretic and a dire avenger (possibly a bigger amount of models than DA). With better health regen, they would be more susceptible to quick bursts of damage (not to say that sustained damage wouldn't work as well) but they can manage over an engagement and fight in a new one a lot better despite a few model losses. This could also maybe be an ability that disables/weakens the unit for a while but healing them a good percentage of their health over a time (something that could be used after a successful engagement, after they start capping). Coven-infantry (wracks) could maybe have even a better health-regen, or possibly be heavy infantry instead.
- Mandrakes with a "teleport"? A ranged attack-ability with a short cooldown but otherwise no ranged sidearm?
- In Tier 1, How would DE deal with suppression? One thing I thought about was slightly increased courage-values on most units but I feel like that would either not be noticeable to make much of a difference or it would make weapon teams not good enough of a choice against Dark Eldar. So, either there should be a jump squad (preferably melee) that could knock down/tie up something like that. This would mean hellions. I don't know how they could be made, but at least it isn't bikes. As an alternative, though, I am still thinking that wyches could work somewhat for this. A Combat Drug-ability that would break suppression (and maybe give increased attacked speed or something) in T1 isn't too bad if it is on a very fragile squad with regular melee damage and relatively expensive members. I don't think it should be possible for them to charge a heavy bolter/equivalent without losing at least one though. Another option are mandrakes.
- Speaking of wyches, I was thinking about their speed. My first thought was that compared to banshees (obviously, being the only basic eldar melee squad), they should be more fragile with less HP per model (or at least less HP as a squad) but faster basic speed. The Banshees could be the master of the charge headlong into the enemy, as well as the master of the chase, by having access to both an ability that increases speed (the wyches could maybe not have fleet, or have one that has a reduced effect/duration?) as well as a better charge speed/range (compared to wyches). I don't know exactly how the passive charge-mechanic works?
- A melee resistance aura on skimmers. Especially if a venom is a T1 unit without vehicle armour like a sentinel or a rhino, it wouldn't really have anything to deter melee other than driving away (a stomp-ability would be comical). It would also make sense that nobs couldn't pile on a flying vehicle as efficiently as a normal tank (not that any Dark Eldar skimmer being piled on by nobs should be alive for that much longer, anyway).
- A jumping ability sounds interesting on a vehicle, although I don't see that as a must to implement on anything. If on something, then probably the smallest skimmer of them all, the venom
A passive leap over cover (like hormagaunts, banshees) sounds neat and tidy but I have no idea if the game could allow that for a vehicle?
Those are just some things I had been thinking about and I figured to finally necro the thread if somebody wanted to give ideas. I am still not expecting somebody to go implementing Dark Eldar (with or without anything I have mentioned) on the next patch, of course.
- In addition to having varied sources for Damage over Time, another "theme" could be better health regen. The health of a kabalite warrior could be somewhere in between a heretic and a dire avenger (possibly a bigger amount of models than DA). With better health regen, they would be more susceptible to quick bursts of damage (not to say that sustained damage wouldn't work as well) but they can manage over an engagement and fight in a new one a lot better despite a few model losses. This could also maybe be an ability that disables/weakens the unit for a while but healing them a good percentage of their health over a time (something that could be used after a successful engagement, after they start capping). Coven-infantry (wracks) could maybe have even a better health-regen, or possibly be heavy infantry instead.
- Mandrakes with a "teleport"? A ranged attack-ability with a short cooldown but otherwise no ranged sidearm?
- In Tier 1, How would DE deal with suppression? One thing I thought about was slightly increased courage-values on most units but I feel like that would either not be noticeable to make much of a difference or it would make weapon teams not good enough of a choice against Dark Eldar. So, either there should be a jump squad (preferably melee) that could knock down/tie up something like that. This would mean hellions. I don't know how they could be made, but at least it isn't bikes. As an alternative, though, I am still thinking that wyches could work somewhat for this. A Combat Drug-ability that would break suppression (and maybe give increased attacked speed or something) in T1 isn't too bad if it is on a very fragile squad with regular melee damage and relatively expensive members. I don't think it should be possible for them to charge a heavy bolter/equivalent without losing at least one though. Another option are mandrakes.
- Speaking of wyches, I was thinking about their speed. My first thought was that compared to banshees (obviously, being the only basic eldar melee squad), they should be more fragile with less HP per model (or at least less HP as a squad) but faster basic speed. The Banshees could be the master of the charge headlong into the enemy, as well as the master of the chase, by having access to both an ability that increases speed (the wyches could maybe not have fleet, or have one that has a reduced effect/duration?) as well as a better charge speed/range (compared to wyches). I don't know exactly how the passive charge-mechanic works?
- A melee resistance aura on skimmers. Especially if a venom is a T1 unit without vehicle armour like a sentinel or a rhino, it wouldn't really have anything to deter melee other than driving away (a stomp-ability would be comical). It would also make sense that nobs couldn't pile on a flying vehicle as efficiently as a normal tank (not that any Dark Eldar skimmer being piled on by nobs should be alive for that much longer, anyway).
- A jumping ability sounds interesting on a vehicle, although I don't see that as a must to implement on anything. If on something, then probably the smallest skimmer of them all, the venom
A passive leap over cover (like hormagaunts, banshees) sounds neat and tidy but I have no idea if the game could allow that for a vehicle?
Those are just some things I had been thinking about and I figured to finally necro the thread if somebody wanted to give ideas. I am still not expecting somebody to go implementing Dark Eldar (with or without anything I have mentioned) on the next patch, of course.
- Lost Son of Nikhel

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- Location: The Warp
Re: Dark Eldar as a new race? Suggestion thread
I would like to see Dark Eldar in ELITE. I supposed it was said before, but it could add a new and interesting play style.
For me, Dark Eldar race should have a DoT/Debuff/Quick attack/little deffensive playstyle, with paasive debuffs on their attacks, even lower hp than Eldar units, but better hp regeneration. Dark Eldar would gain less red resource than other races when they lose a model, but mote when they kill an enemy model.
We can focus the debuff playstyle in two ways: long duration-low effect-stackable debuffs or short duration-high effect-no stackable debuffs.
For me, Dark Eldar race should have a DoT/Debuff/Quick attack/little deffensive playstyle, with paasive debuffs on their attacks, even lower hp than Eldar units, but better hp regeneration. Dark Eldar would gain less red resource than other races when they lose a model, but mote when they kill an enemy model.
We can focus the debuff playstyle in two ways: long duration-low effect-stackable debuffs or short duration-high effect-no stackable debuffs.
"Pater, peccavi in caelum et coram te; iam non sum dignus vocari filius tuus". Dixit autem pater: "manducemus et epulemur, quia hic filius meus mortuus erat et revixit, perierat et inventus est"
There will be no forgiveness for us.
There will be no forgiveness for us.
Re: Dark Eldar as a new race? Suggestion thread
really like some of the ideas in this thread. Expecially the one about having passive globals that give a buff to all units the more red they get. Really like that idea and think it will make them quite unique. Going from glass cannon hit and run to more tanky later on as they get much more red. Also the idea of lots of supression.
Am i right in thinking the main thing standing in the way of adding new races is the lack of units/models?
Am i right in thinking the main thing standing in the way of adding new races is the lack of units/models?
Re: Dark Eldar as a new race? Suggestion thread
zenphys wrote:Am i right in thinking the main thing standing in the way of adding new races is the lack of units/models?
Probably. A lot of infantry for DE should have pretty good base from stuff already in DoW2 that could be done, mostly from other eldar (and there already was a kabalite and an archon from a guardian and a warlock respectively), but the vehicles are a lot bigger question.
- ImperatoreXx

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Re: Dark Eldar as a new race? Suggestion thread
Hello, but the Dark Eldar there were developments?
Thanks for any reply!
Thanks for any reply!
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