Paladin Shockwave

Issues dealing with gameplay balance.
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Triple d
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Paladin Shockwave

Postby Triple d » Mon 29 Jun, 2015 11:19 pm

So I've gotten into it with a few people now.

I felt like there are enough paladin complaints on the main 2.4 balance thing to warrant it's own link don't you?

But I am Convinced the reason paladins can be so rough to deal with is because of Shockwave , and I think there is reasonable potential that Shockwave is bugged.

Realistically speaking, the main weakness of paladins and gk in general is being swarmed by melee and Shockwave was I think intended to be something along the lines of termie librarian sanctuary in that it was intended as a hard counter to a major weakness.

However while I fully expect it to hurt squads, it being able to outright destroy full hp squads shouldn't be possible or accepted.

For one thing, how is it doing it? Is there something I missed somewhere? The stat line says it only does 30 piercing. That is only 10 more then the assault marines merciless. How is it insta killing anything?

Also with Shockwave around, why did I buy normal gk termies again? For their anti infantry damage? Shockwave makes that conversation silly
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Wise Windu
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Re: Paladin Shockwave

Postby Wise Windu » Mon 29 Jun, 2015 11:31 pm

Triple d wrote:For one thing, how is it doing it? Is there something I missed somewhere? The stat line says it only does 30 piercing. That is only 10 more then the assault marines merciless. How is it insta killing anything?
It's probably because the line of damage is longer, meaning more instances of 30 damage, and the ability knocks them straight back, which means the squad will be hit by the damage multiple times.
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Caeltos
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Re: Paladin Shockwave

Postby Caeltos » Tue 30 Jun, 2015 1:16 am

Don't worry, it's getting tuned.
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Forestradio
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Re: Paladin Shockwave

Postby Forestradio » Tue 30 Jun, 2015 2:21 am

Image
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Cheekie Monkie
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Re: Paladin Shockwave

Postby Cheekie Monkie » Wed 01 Jul, 2015 1:18 pm

Stay tuned for more updates!

I find it a bit ironic that people used to complain about the paladin draigowing in TT and a few years later down the line we're now complaining about paladins in DOW 8-)
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Triple d
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Re: Paladin Shockwave

Postby Triple d » Thu 02 Jul, 2015 9:56 am

Forestradio wrote:Image

Lol. What makes it really funny to me is I think otherwise they aren't that scary. I mean hell if we ignore damage type don't sluggas and hormagaunts pour out more?
hiveminion
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Re: Paladin Shockwave

Postby hiveminion » Thu 02 Jul, 2015 10:36 am

Triple d wrote:Lol. What makes it really funny to me is I think otherwise they aren't that scary. I mean hell if we ignore damage type don't sluggas and hormagaunts pour out more?


Which is why you shouldn't ignore damage type.
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appiah4
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Re: Paladin Shockwave

Postby appiah4 » Thu 02 Jul, 2015 11:11 am

Triple d wrote:
Forestradio wrote:Image

Lol. What makes it really funny to me is I think otherwise they aren't that scary. I mean hell if we ignore damage type don't sluggas and hormagaunts pour out more?

Well, if you ignore damage altogether they aren't scary at all, so maybe we should do that?
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ytimk
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Re: Paladin Shockwave

Postby ytimk » Thu 02 Jul, 2015 11:36 am

Please don't scratch it out though, I like the innovation in adding well thought out abilities.

Tweak it, tune it, get it kinda right over time.
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Triple d
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Re: Paladin Shockwave

Postby Triple d » Thu 02 Jul, 2015 7:02 pm

[quote="hiveminion]

Which is why you shouldn't ignore damage type.[/quote]

Fair enough.

All I'm saying is that until I get to tier 3 playing as Grey knights there are lots of things that are really scary for me because they have such good early damage out puts. In tier 2 I could get flame purgs, a dread, or the termie libby but they are hard to justify when the other big problem with Grey knights is a lack of vehicles control, and none of those three are an answer to both a melee swarm and a vehicle heavy build.

I like balance wise being tasked with making that choice, of my ability to predict my opponents having a big impact on my ability to deal with them.

I also liked the potential for my tier 3 purchase to help ease pressure on whatever tier 2 choice I made if I guessed wrong or if my opponent recovered exceptionally well.

Pre patch experience though had been that paladins had been my answer to vehicles and my termies were a anti infantry answer...

But the termies were never really an answer to massed melee and we're just as vulnerable as paladins in this area.

I had felt that Shockwave had been intended as a tier 3 counter to mass melee but I had thought it was both on the wrong unit and stronger then intended. No other change I can think of for them makes them so strong against their own counter. I know a lot of people have an issue with their retreat function but all I noticed is that it makes the termie variants more vulnerable to an old weakness, melee rushing.

I am glad that Shockwave is doing more damage then intended. Maybe when it is reduced to its intended form the other changes will be seen in a different light
Also I saw someone mention maybe taking away teleport in favor of keeping retreat.

I actually think it would be an interesting idea. It would make the gk t3 look pretty different and balance wise making them walk would help shooty armies a lot with them I would think
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Triple d
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Re: Paladin Shockwave

Postby Triple d » Thu 02 Jul, 2015 7:03 pm

Also my bad. That came out way longer then I had meant it to.

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