Warp throw - This ability leads to some extremely easy wipes. Any thing that you can click and it gives you wipes is great, but as an ability that can be used in every engagement it's a bit much. The combinations are endless, warp throwing set-up teams to make them useless, throwing into shees, wraithlords, wraithguard attack ground, grenades, wailing dooms, autarch bombs, even eldritch storms if you pull off a good throw on their entire army (which is very possible, at least in team games). It really puts the warlock in very little danger at all by casting it, the animation is also quite quick and has a good range, it's effectively uncounterable, you use it from behind your army. Suppress->throw into a grenade + FoF shees to finish. It's too damn easy for a t2 upgrade. Besides the warlock's other accessories are noticeably bad at least compared to his fellow eldar heroes.
Solution: Make the wargear t3 as it's effectively an aoe menacing visage.
Swift movement - Same premise as before, it's a highly clickable active that guarantees wipes on not only infantry but also vehicles. It's unique to the warlock, but I'm not any other ability for it's cost is quite as good. I mean malignant blindness costs 125 red and it rarely saves units lives. AOD costs 200 red. The commissar flare costs 75 red but it all it does is allow allied ranged units to beat one particular ranged blob or set-up team at ranged. The hellfury strike costs 150 red and serves primarily as a retreat killer/anti garrsion (it's other purposes are about as effective as using swift movement not for wipes and just utility), but at best this thing can only kill t1 inf squads or other units with <50hp. Swift movement shees with autarch support can kill HI squads with 2k hp
Solution: Either increase it's red cost to something like 125/150, or make it like fleet of foot so that once active all units do 30% less damage. It's too effective for it's clickability.
Webway gates - Quite frankly the amount of map control these things grant is still too effective for their price. Exp is great and all but it's effect is very slow and small compared to full gen bashes, wipes and the vast amount of map control these things offer, heck the exp + red gained from destroying gates isn't worth the map control alone, nevermind if they get wipes with them (think farseer gates, or just shees out of gates in retreat path, or avenger nades). Many a game have I played where the eldar player is literally hanging onto the game purely on the basis of gates. Swat does this so often, it's extremely frustrating. I once had a game where I wiped the majority of his army in early t2 and it was 400-100 but he managed to drag it down to 100-0 before he lost purely by spamming webway gates and banshees w/ wraithguard alongside his WSE capping everything. It matters not that he had no power as these units are power cheap and the thing is it requires a large force to take down a single shee squad, especially with WG support and with multiple hopping all over the place it was silly. I once saw him building 3 gates in a very similar proximity simultaneously, if he can do that well it's just ridiculous. You've gotta remember you also get so much red from losing a gate so the cost is absolutely nothing.
Solution: Increase red cost to 75, increase the cooldown on the global. Not sure what to do with the exp change/build time nerf.
Wraithlord brightlance - This has already been mentioned in the 2.2 beta thread, but I want to revive the discussion surrounding it as it's a serious balance issue atm I feel. I believe the BL was too weak before as the opportunity cost of getting the brightlance and not the shuriken was too high. However the wraithlord is far too effective now at killing vehicles. A haywire+BL WL will easier destroy tanks since once it gets close enough to melee a vehicle once well the vehicle dies from that BL. It also makes transport play relatively useless vs eldar, now the falcon does this for a 45 power less while offering a reinforcement but not doing quite as a good of a job vs vehicles, yet the WL w/ BL still is a very potent melee walker. Add in farseer abilities such as guide/doom/fortune and the thing turns into a monster, able to kill tanks solo so long as the tank misclicks forward JUST ONCE.
Solution: change the FOTM to 75% accuracy instead of 100%.
What do y'all think about this?







