I find myself often in the position where I can't use the Spiritstones even if I bought them, because they eat 80 energy. After using them, you get 60 back. So in reality their energy use is extremly low, only 20 energy. 
But because I have to pay that upfront, I will always have to use the Spiritstones first. But you know, I want to use them last, to heal something and give energy back.^^ If I use guide or Fleet of Foot (40 energy) before I use the Stones, I can't use them. I also would like to use doom before them.
So, is there a balance reason for this? Would it be too strong if we reduced its manacost to 60? Or if it gave 20 max energy? Then you could atleast use one ability before it.
			
									
									
						Do the Spiritstones really need such a high Energycost upfront?
- Lichtbringer
 
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- Adeptus Noobus
 
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Re: Do the Spiritstones really need such a high Energycost upfront?
Don't forget that it heals all allied infantry and herself for 200 health. That is quite the heal. The Apothecarys heal costs 60 energy and gives 110hp per model but is a targeted ability. Though it gets better with every two levels.
			
									
									
						Re: Do the Spiritstones really need such a high Energycost upfront?
The heal ability is too powerfull. It gives energy too! But there are only 2 infantry that starts over 200 health in Eldar; Seers and Wraith Guard. So every other infanty healed to 100% which deserves 80 energy usege. But maybe 200 health is a bit soo strong? Maybe unnecessery? I mean there are 8 squads and only 2 of them starts over 200 health. Yes, after leveled up, this heal becomes necessery I know but come on.  Maybe a tune down on heal, cost and energy cost can make this wargear much practicle. But do we really need that nerf?
 Maybe a tune down on heal, cost and energy cost can make this wargear much practicle. But do we really need that nerf?
			
									
									
						 Maybe a tune down on heal, cost and energy cost can make this wargear much practicle. But do we really need that nerf?
 Maybe a tune down on heal, cost and energy cost can make this wargear much practicle. But do we really need that nerf?- Adeptus Noobus
 
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Re: Do the Spiritstones really need such a high Energycost upfront?
firatwithin wrote:The heal ability is too powerfull. It gives energy too! But there are only 2 infantry that starts over 200 health in Eldar; Seers and Wraith Guard. So every other infanty healed to 100% which deserves 80 energy usege. But maybe 200 health is a bit soo strong? Maybe unnecessery? I mean there are 8 squads and only 2 of them starts over 200 health. Yes, after leveled up, this heal becomes necessery I know but come on.Maybe a tune down on heal, cost and energy cost can make this wargear much practicle. But do we really need that nerf?
Let me get this straight: In your first sentence you call OP and in your last sentence you doubt wether the ability needs a nerf...
- Lichtbringer
 
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Re: Do the Spiritstones really need such a high Energycost upfront?
Guys, this is not about nerfing them  I want to buff them
 I want to buff them 
Well, not really. I just want to make them more convinient in the early game.
How often do you see them used btw that you think they are OP?
			
									
									
						 I want to buff them
 I want to buff them 
Well, not really. I just want to make them more convinient in the early game.
How often do you see them used btw that you think they are OP?
- Adeptus Noobus
 
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Re: Do the Spiritstones really need such a high Energycost upfront?
Lichtbringer wrote:Guys, this is not about nerfing themI want to buff them
Well, not really. I just want to make them more convinient in the early game.
How often do you see them used btw that you think they are OP?
I do not think they are too strong right now.
- Lichtbringer
 
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Re: Do the Spiritstones really need such a high Energycost upfront?
Adeptus Noobus wrote:Lichtbringer wrote:Guys, this is not about nerfing themI want to buff them
Well, not really. I just want to make them more convinient in the early game.
How often do you see them used btw that you think they are OP?
I do not think they are too strong right now.
Oh yeah no, sorry. I guess I got a bit confused now aswell
 Its good to mention what they do. I will also add, that they give everyone else 60 energy. Very good for Warpspiders.
 Its good to mention what they do. I will also add, that they give everyone else 60 energy. Very good for Warpspiders.Re: Do the Spiritstones really need such a high Energycost upfront?
No! Dont reduce the needed energy! The high energy cost is actually a genius design choice. Yes it is a very good piece of wargear. But because you have to use it as the first ability it makes it balanced. 
Else you would have the upper hand from the very beginning by using guide and then heal everything and wreck even more stuff.
In the late game when your farseer levels it becomes a lot better because then you are free to use the ability whenever you want. This high energy cost makes the ability a little less effective in the beginning but scales very well to late game.
			
									
									
						Else you would have the upper hand from the very beginning by using guide and then heal everything and wreck even more stuff.
In the late game when your farseer levels it becomes a lot better because then you are free to use the ability whenever you want. This high energy cost makes the ability a little less effective in the beginning but scales very well to late game.
Re: Do the Spiritstones really need such a high Energycost upfront?
Adeptus Noobus wrote:Let me get this straight: In your first sentence you call OP and in your last sentence you doubt wether the ability needs a nerf...
I said it is OP for Eldar only actually
 200 health is not the biggest deal for SM and stuff actually.
 200 health is not the biggest deal for SM and stuff actually.Re: Do the Spiritstones really need such a high Energycost upfront?
Deflaktor wrote:No! Dont reduce the needed energy! The high energy cost is actually a genius design choice. Yes it is a very good piece of wargear. But because you have to use it as the first ability it makes it balanced.
Else you would have the upper hand from the very beginning by using guide and then heal everything and wreck even more stuff.
In the late game when your farseer levels it becomes a lot better because then you are free to use the ability whenever you want. This high energy cost makes the ability a little less effective in the beginning but scales very well to late game.
Pretty much agree. I don't think it needs a buff or a nerf really. I think it's fine how it is. It is very frustrating that energy cost on such an energy intensive hero but it is an awesome ability. To be using that in t1 alongside doom/guide from the offset of a fight would just be too much.
Lets make Ordo Malleus great again!
						Re: Do the Spiritstones really need such a high Energycost upfront?
Spiritstones are just fine to me too.
			
									
									
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