Do the Spiritstones really need such a high Energycost upfront?

Issues dealing with gameplay balance.
User avatar
Lichtbringer
Level 3
Posts: 271
Joined: Sun 19 Jan, 2014 5:13 pm

Do the Spiritstones really need such a high Energycost upfront?

Postby Lichtbringer » Wed 29 Jul, 2015 1:41 pm

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.
User avatar
Adeptus Noobus
Level 4
Posts: 991
Joined: Sat 15 Feb, 2014 12:47 pm
Contact:

Re: Do the Spiritstones really need such a high Energycost upfront?

Postby Adeptus Noobus » Wed 29 Jul, 2015 2:11 pm

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.
User avatar
egewithin
Level 5
Posts: 1144
Joined: Mon 26 Jan, 2015 7:08 pm

Re: Do the Spiritstones really need such a high Energycost upfront?

Postby egewithin » Wed 29 Jul, 2015 2:26 pm

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. :D Maybe a tune down on heal, cost and energy cost can make this wargear much practicle. But do we really need that nerf?
User avatar
Adeptus Noobus
Level 4
Posts: 991
Joined: Sat 15 Feb, 2014 12:47 pm
Contact:

Re: Do the Spiritstones really need such a high Energycost upfront?

Postby Adeptus Noobus » Wed 29 Jul, 2015 2:56 pm

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. :D 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...
User avatar
Lichtbringer
Level 3
Posts: 271
Joined: Sun 19 Jan, 2014 5:13 pm

Re: Do the Spiritstones really need such a high Energycost upfront?

Postby Lichtbringer » Wed 29 Jul, 2015 3:04 pm

Guys, this is not about nerfing them :D I want to buff them :P
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?
User avatar
Adeptus Noobus
Level 4
Posts: 991
Joined: Sat 15 Feb, 2014 12:47 pm
Contact:

Re: Do the Spiritstones really need such a high Energycost upfront?

Postby Adeptus Noobus » Wed 29 Jul, 2015 3:06 pm

Lichtbringer wrote:Guys, this is not about nerfing them :D I want to buff them :P
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.
User avatar
Lichtbringer
Level 3
Posts: 271
Joined: Sun 19 Jan, 2014 5:13 pm

Re: Do the Spiritstones really need such a high Energycost upfront?

Postby Lichtbringer » Wed 29 Jul, 2015 3:36 pm

Adeptus Noobus wrote:
Lichtbringer wrote:Guys, this is not about nerfing them :D I want to buff them :P
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 :D Its good to mention what they do. I will also add, that they give everyone else 60 energy. Very good for Warpspiders.
Deflaktor
Level 2
Posts: 121
Joined: Mon 20 Jul, 2015 7:03 pm

Re: Do the Spiritstones really need such a high Energycost upfront?

Postby Deflaktor » Wed 29 Jul, 2015 4:10 pm

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.
User avatar
egewithin
Level 5
Posts: 1144
Joined: Mon 26 Jan, 2015 7:08 pm

Re: Do the Spiritstones really need such a high Energycost upfront?

Postby egewithin » Wed 29 Jul, 2015 5:30 pm

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 :P 200 health is not the biggest deal for SM and stuff actually.
User avatar
Torpid
Moderator
Posts: 3538
Joined: Sat 01 Jun, 2013 12:09 pm
Location: England, Leeds

Re: Do the Spiritstones really need such a high Energycost upfront?

Postby Torpid » Wed 29 Jul, 2015 7:14 pm

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!
User avatar
Asmon
Level 4
Posts: 890
Joined: Mon 29 Apr, 2013 8:01 pm

Re: Do the Spiritstones really need such a high Energycost upfront?

Postby Asmon » Thu 30 Jul, 2015 8:27 am

Spiritstones are just fine to me too.

Return to “Balance Discussion”



Who is online

Users browsing this forum: No registered users and 0 guests