
My understanding is that the change was designed to allow for some reactive play from targeted range units (typically Space Marines, of any faction) in prolonged ranged fights. People complained that they could do nothing about suffering losses without warning.
When it happened, at first I didn't fully agree with the narrative, it felt a bit as a 3v3 issue where people stack insane fire power, in other games flanks and jumps are easier, if you don't have immediate counter-initiation the D-cannon just can't escape alive upgraded jump troops, if they land before retreat (no melee resistance...). However it was cleverly designed, and reacting to the warp tear still consumes concentration from the opposing player (the new sound is also very explicit).
The main problem I see is that while addressing this specific situation, giving a chance to range HI with medium health, the change has heavy consequences for other roles of the D-cannon, roles where afaik there where no complaints, particularly in 1v1. Basically, the change was really a damage halving for any unit which is already supposed to be moving, where it doesn't increase the counter-play effort. Termies, Nobz, walkers, even battle tanks.
The D-cannon, while not designed to counter these threats by itself, was still useful in synergy with other Eldar weapons to deplete a bit the huge health pool of SHI, or threaten the tanks, while the Singularity helped to deny areas or punish risky blobs. The D-cannon was a well deserved, affordable multi-purpose purchase that allowed you to jump back into the game if you were losing map and units, lost gens, but managed to reach T3 a bit later than your opponent. While still doing its job at range superiority, it could give a hand against SHI, or threaten a moving tank/walker, like any other T2 artillery. These units also have much more time to react as they won't suffer immediate losses
I believe this purpose has been really hurt with a 50% damage reduction (!!), while I'm not sure it was the original goal. If I am a bit right, a partial solution could be to revert to the previous damage to SHI and vehicles, but make them immune to the warp tear, it would also feel coherent, infantry being more agile against direct blasts, but more vulnerable to side-effects. For Nobz... I don't know.
Happy to hear thoughts -particularly "pro" eldar players- or stand corrected. Thanks as always to Caeltos and the modders for the truly amazing efforts.







Come T3 with a full pop army the micro strain can be real.