Far Seer's timefield

Issues dealing with gameplay balance.
hastaga
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Far Seer's timefield

Postby hastaga » Mon 05 Oct, 2015 11:20 pm

Ok i think it's OP. Please discuss

reason:

1 it's a fire and forget ability
2 that has no way to counter (good luck stopping FS getting 'close' ... she doesn't need to be very close, even)
3 and INSTANTLY disable an entire back/front line in a pretty damn large radius. an entire lane.


I suggest you either make it a melee range ability, centre on FS herself as some kind of melee deterr ability
or you make it something like sorc's chains of torment, with a node that can be destroyed
or make it channeling ability that requires FS to stay still

regardless I think that the range and radius still needs a nerf.
hastaga
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Re: Far Seer's timefield

Postby hastaga » Mon 05 Oct, 2015 11:25 pm

1 more thing
it also stops heretics that are channeling from retreating.. coz we can't cast abilities in the field
Kvn
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Re: Far Seer's timefield

Postby Kvn » Tue 06 Oct, 2015 12:02 am

With respect, I have to disagree. Strong? Yes, absolutely. OP? No.

1) So are most abilities like that. Take the Weirdboy Warp Vomit for example. It functions in much the same way (with the exception of slowing vehicles). In addition, it comes a tier earlier, is open to all Ork commanders, and unlike Time Field, doesn't do 'friendly fire' when used.
2) Spread out your army. That's a strong counter to the Time Field and it's usually what you should be doing against Eldar anyway. The armor isn't nearly so good when it can only snag one or two squads.
3) It's a T3 wargear costing 150/50. It should be good, just like Purgatus, FoB, etc. If it wasn't strong, there would be no point to its existence as it is significantly more costly in the power department than a standard piece of wargear.
4) If it traps Tics, that's a bug. There was a similar thing with GK abilities that used to shut down opposing abilities a while ago, which was fixed. If that's happening with Time Field (I haven't seen it myself) then you should bring it up in the bugs forum.
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Re: Far Seer's timefield

Postby hastaga » Tue 06 Oct, 2015 1:17 am

Counter points @ Kvn

Regarding your point one. There are no 'most abilities'. Warp vomit is of similar nature but weird boy needs to get to a relatively close range to do that. Close enough to be hit by my CSM anyway. Also it can't charge toward you as fast as the Farseer. I don't really have a problem with them able to walk particularly fast. (Though actually I do, coz that means they always cap mid objectives before other races in 3v3.. should probably put the spell on cool down at the beginning of the game, that is for another thread to discuss) It is the range that is the most problematic (minimal risk to cast). Going back to weirdboy. If he walks up to you, you know he's going to do that, but before the idea of "Oh the FS is coming toward me" knocks into your head, her spell is always already out and your army crippled. This is the difference we're talking about here. IIRC Weirdboy also has a longer casting animation. Obvious and slow enough for you to know 'shit's gonna happen'

And hey, guess what? Unlike Ork, Eldar has a buncha long range/setup stuff that can get you from the fog of war.



Onto your point 2. Just because there is a way to mitigate damage doesn't mean the subject in question is not OP. I.E GK stuff hurts too much, you can use abilities/kill them back/play better to mitigate damage, but we'll still agree that it's OP.


Point 3. Good =/= OP. Following your logic that an expensive upgrade/item deserves to be good, how about we give every race a choice to kill everything in sight at the cost of 1k req and 1k power? At least sorc's mind control isn't that convenient of a spell; it needs to be cast in a close range, sorc can't do anything else while channeling the ability. The ability from the commander doesn't threaten to force retreat a large area of your units immediately. That's the borderline meaning of 'room for counter play'.

Regarding point 4. It doesn't hurt to bring it up here. It's not exactly a 'bug' but a hole in the design rather, as timefield at its current state is meant to prevent anything inside from casting ability.
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Re: Far Seer's timefield

Postby Shas'la » Tue 06 Oct, 2015 1:58 am

Let's get some facts up in this, huh?

Armor of Asuryan | T3
150 req, 50 power

Increases health by 200, also grants Time Field.

Time Field; 60 Energy cost. Slows time around the targeted area in radius 20 for 10 seconds. All units but the Farseer herself have their speed reduced by 40% and cannot attack or use abilities. Range 40, cooldown 60 seconds.


Personal 0,02$; considering this is a T3 wargear on a squishy commander focused exclusively on support and control, I think it's fine.
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Re: Far Seer's timefield

Postby Kvn » Tue 06 Oct, 2015 2:23 am

hastaga wrote: Regarding your point one. There are no 'most abilities'. Warp vomit is of similar nature but weird boy needs to get to a relatively close range to do that. Close enough to be hit by my CSM anyway. Also it can't charge toward you as fast as the Farseer. I don't really have a problem with them able to walk particularly fast. (Though actually I do, coz that means they always cap mid objectives before other races in 3v3.. should probably put the spell on cool down at the beginning of the game, that is for another thread to discuss) It is the range that is the most problematic (minimal risk to cast). Going back to weirdboy. If he walks up to you, you know he's going to do that, but before the idea of "Oh the FS is coming toward me" knocks into your head, her spell is always already out and your army crippled. This is the difference we're talking about here. IIRC Weirdboy also has a longer casting animation. Obvious and slow enough for you to know 'shit's gonna happen'

And hey, guess what? Unlike Ork, Eldar has a buncha long range/setup stuff that can get you from the fog of war.



Please try to consider what race this is about. Eldar are entirely dependent on mobility, range, and their 'tricks' as without those, they're just worse versions of Orks. Less cost effective. Less raw durability. Less general utility. They make up for this by being able to dodge around engagements with their speed and avoid taking losses until a time when it can benefit them, which is often pivoting on how well they can implement their abilities. If forced to take an inopportune engagement, they tend to fall, and when they do, they fall hard.

Time Field is a perfect example of this. The Farseer is already an energy intensive squishy hero who can drop in the blink of an eye to concentrated ranged fire. If she's being used correctly, she has to properly manage all of her energy in order to actually make use of her abilities, or she won't be able to get more than one or two off at a time. Keep in mind that while using AoA, she can't get Rune Armor, thus keeping her from being able to get the big energy-battery so that she can spam guide/doom/what have you.

hastaga wrote:Onto your point 2. Just because there is a way to mitigate damage doesn't mean the subject in question is not OP. I.E GK stuff hurts too much, you can use abilities/kill them back/play better to mitigate damage, but we'll still agree that it's OP.


The difference between good and OP is how effectively it can be countered in relation to the amount of difficulty there is involved in getting/using it. Once again, Time Field is a T3 option which locks out the very desirable Rune Armor on one of the most energy intensive heroes in the game. In addition, it comes with a hefty 50 power price tag for a race which is known for being notoriously power-hungry gameplay wise. This isn't an idle drop of resources, as it will heavily delay things like a Fire Prism, or an Avatar, or even just a simple D-Cannon quite a bit. The field does very little on its own and is reliant on having a large, long-ranged force to capitalize, or to have something like an Eldritch to drop. If you split your units, the damage is heavily mitigated.

Since you compared them to GK, please excuse this slightly dissimilar comparison to the Force Commander. If he gets both Teleporter and Thunder Hammer, there is no direct hard counter to him. Fighting him in melee is very dangerous, bordering on suicide, because of his tracking 360 specials. Fighting him in range is difficult because of his ability to instantly appear on your face. He can hold up, or even force off entire armies singlehandedly in some cases, but this isn't OP because of the investment. It locks him out of things like Power Fist to fight vehicles, and Banner to support his troops. It's a very powerful build, but its damage, just like Time Field, can be mitigated by splitting up your forces. You take some damage/disruption/maybe have to retreat with a squad or two, but it's hardly a game-breaking ability.

hastaga wrote:Point 3. Good =/= OP. Following your logic that an expensive upgrade/item deserves to be good, how about we give every race a choice to kill everything in sight at the cost of 1k req and 1k power? At least sorc's mind control isn't that convenient of a spell; it needs to be cast in a close range, sorc can't do anything else while channeling the ability. The ability from the commander doesn't threaten to force retreat a large area of your units immediately. That's the borderline meaning of 'room for counter play'.


I apologize if this sounds rude, but that argument feels a bit silly to me if I'm honest. There is no comparison between a literal "I win button" and the AoA. Time Field doesn't insta-kill anything. It can set up combos, and is very dangerous for things like Super-Heavy tanks when combined with an Eldritch, but it's not nearly as dangerous as you're making it sound.

As stated above, there is counter-play. It's more difficult for some races than others, but it's there. Not every piece of wargear is going to be stopped as simply as pressing a button.

Sorc can be concealed with worshipping heretics, making him essentially untargetable (more so if you have 2 squads cloaking each other) so long as the enemy doesn't have a detector nearby. While I rarely play Chaos, that was a trick I used to like to toy around with back in my earlier days as it was very effective when it could be pulled off.

hastaga wrote:Regarding point 4. It doesn't hurt to bring it up here. It's not exactly a 'bug' but a hole in the design rather, as timefield at its current state is meant to prevent anything inside from casting ability.


Whether a bug or an oversight, it obviously isn't intended for the design of the wargear. As such, it should probably be brought up in the bug section since it has closer relation to that then balance as it wasn't created with such a function in mind, and is a definite thing that should be fixed.
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Re: Far Seer's timefield

Postby Inland Murmur » Tue 06 Oct, 2015 2:54 am

As an almost exclusive FS player, in relation to the question of whether it's OP:

Yes. But only in team matches. In 1v1s, totally fine. In team games, you don't even need an army.

Given that Elite is a 1vs mod, it either needs a creative rework for larger matches, or ya leave it alone.
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Re: Far Seer's timefield

Postby hastaga » Tue 06 Oct, 2015 4:56 am

Reply @ Kvn

Please reember that the major complaint here about timefield is its lack of counter play, NOT if timefield fits with eldar/FS's theme.All the other stuff you mentioned like "FC tp + hammer" (armored units, rooting/stunning abilities or suppression), "Sorc stealth subjugation" (you mentioned it yourself. anti stealth, also the range's now much shorter) and "Weirdboy vomit" have a counter play.

i seriously do not see how 'delay getting other units' should be brought up here. You get an item/upgrade/unit for a reason. It is the player's problem for spending resources on the wrong stuff like getting anti melee units when you're supposed to get anti armor. Note that I DID NOT complain about the wargear's price.

You didn't mention counter play. No really you didn't. FS get in range and a large area of your units are immediately STUNNED (yea i know, mentioned by Shas'la, 40% slow...i think nobody would argue that you can still walk out of it esp when the ability is always followed by other killey stuff like ranged blob shooting from outside or D cannon or eldrich storm, meaning an effective force retreat. You also realize that this ability works on EVERYTHING, right? Debuffing both armor and infantries! The FS risks nothing when she throws down the time field, there is also no way to dispel it. What counter play? And seriously did you really think that all you needed was a click to counter something for other commanders/ units? You need to aim and have the reflxes to execute properly.

Insta cast large area stun. Gotta thank Shas'la for putting up the stats. 40 cast range and 20 radius. Devastator has an attack range of 49. Plasma cannon 70 (This is just for measurement. I am not saying the plasma cannon can effectively stop FS. It's a setup squad with long attack cool down and questionable accuracy. Eldar has other things to deal with it). That implies that the setup teams totally cannot cover units standing before it when you put the FS's speed and vision into the equation. and standing behind/beside is also not possible coz you need sight range and how are you going to hit/zone out eldar by standing so far back?

Not much of comment regarding 1v1, as I don't really play 1v1. However, large area + long range instant cast suppression (stun :0) on ALL units) still sounds pretty imba to me.
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Re: Far Seer's timefield

Postby Sub_Zero » Tue 06 Oct, 2015 7:51 am

The only thing I can think of is the reduction of the duration or the decreased speed penalty for vehicles. With infantry you can retreat. I think that is fine to resort to retreating against a T3 expensive ability. However vehicles cannot and that leaves them very vulnerable what isn't really just.

Honestly is there any other thing as OP as this bitch's accessory? You retreat out of purgatus with no problems, it doesn't do anything to vehicles. Fist of brockus doesn't prevent units from taking damage. Wrath of the Emperor can be dodged with ease. Huge armor of WB? Just a flat HP buff, apply more damage, he is still vulnerable to control. Terminator armor and flamer? Probably so but then look at its cost and sit down. Tome of subjugation? Kill the fucker first, he won't subjugate anyone. Rokkit launcher on KN? Pretty strong but when you have detectors he won't destroy any vehicle in its rear armor. Mekboy's defensive buff on nobz? Probably. WSE can now be killed when he does his infamous thing. Warlock and providence? No, just no.

And now look at this annoying bitch Farseer. She casts it from safety and any vehicle can be killed - eldritch it to oblivion, wraithguard it, warp spider it. OP? With no doubts. Add her OP doom ability for more lulz...

Not to overnerf it just decrease the slowing effect on vehicles from 40% to 25%. There is no other ability that is so threatening to a vehicle. Sounds reasonable to make it less effective? Because there is basically no other counterplay - she casts it from range 40 and the effect is instant.
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Re: Far Seer's timefield

Postby Kvn » Tue 06 Oct, 2015 3:22 pm

hastaga wrote:You didn't mention counter play. No really you didn't.


I did. Twice. You chose to ignore me both times. Since you ask again, I'll put it down one more time. Spread your units. This is a common tactic for countering dangerous AoE abilities. For some races, such as Chaos Plague Champ, it's going to be more difficult due to lack of mobility, but that doesn't make it any less effective. That 150/50 armor isn't so hot when all it does is temporarily stop a couple of squads from shooting for a bit.

hastaga wrote:i seriously do not see how 'delay getting other units' should be brought up here. You get an item/upgrade/unit for a reason. It is the player's problem for spending resources on the wrong stuff like getting anti melee units when you're supposed to get anti armor. Note that I DID NOT complain about the wargear's price.


A unit/wargear/vehicles price is directly related to their balance. You can't look at one without the other. For example, if CSM were only 300 rec, they'd be very OP. Their cost efficiency and power would make them way over the top. Alternatively, if they were 500 rec, they'd be vastly UP. Without adjusting any stats or numbers, the cost can, and often does, directly affect whether something is too powerful, too weak, or in that balanced middle ground.

As for delaying other units, aren't those Prisms and D-Cannons used together with TF the very things you're unhappy about? I would think that delaying them getting out would be a pretty big deal.

hastaga wrote:FS get in range and a large area of your units are immediately STUNNED (yea i know, mentioned by Shas'la, 40% slow...i think nobody would argue that you can still walk out of it esp when the ability is always followed by other killey stuff like ranged blob shooting from outside or D cannon or eldrich storm, meaning an effective force retreat. You also realize that this ability works on EVERYTHING, right? Debuffing both armor and infantries! The FS risks nothing when she throws down the time field, there is also no way to dispel it. What counter play? And seriously did you really think that all you needed was a click to counter something for other commanders/ units? You need to aim and have the reflxes to execute properly.


And you need to be able to spread out an micro your units to counter Eldar. This isn't exclusive to the TF. Keep in mind that, unless she's been heavily leveled, using up the TF removes any chance of dropping other big abilities like Spiritual Rites, which are often pivotal to Farseer play. In addition to what I've stated above, you can also counteract the TF by getting aggressive. She can't really do much to TF jump troops landing on her own forces since it cripples allies as well as enemies. If you want to see a wargear that literally has no counter play, look at things like Shoot 'Em Good, Heavy Gauge Death Filament, Full Auto, Terrorize, and others that will instantly remove a unit from play, and potentially kill it in the case of the first three.

hastaga wrote:Insta cast large area stun. Gotta thank Shas'la for putting up the stats. 40 cast range and 20 radius. Devastator has an attack range of 49. Plasma cannon 70 (This is just for measurement. I am not saying the plasma cannon can effectively stop FS. It's a setup squad with long attack cool down and questionable accuracy. Eldar has other things to deal with it). That implies that the setup teams totally cannot cover units standing before it when you put the FS's speed and vision into the equation. and standing behind/beside is also not possible coz you need sight range and how are you going to hit/zone out eldar by standing so far back?


Try playing the Farseer exclusively for a while, and I think you'll come to understand that it isn't nearly so simple as that. There are few things in the game which are really. Time Field does nothing but delay on its own. You have to use it in conjuncture with other units, most notably T3 units with hefty price tags attached to them. This wargear, like all other T3 wargears, is very powerful, but still manageable if you know how to deal with it.

hastaga wrote:Not much of comment regarding 1v1, as I don't really play 1v1. However, large area + long range instant cast suppression (stun :0) on ALL units) still sounds pretty imba to me.


You should. 1v1 gives a much better idea of balance than 3v3. If you only play laned maps in team games, setup teams become wildly overpowered even if, in reality, they're not. Limiting your view to only one aspect of the game (and the one which is considered secondary at that) will limit your ability to judge whether something is properly balanced or not.
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Re: Far Seer's timefield

Postby Cyris » Tue 06 Oct, 2015 3:36 pm

Experiencing it the first few times there was no doubt in my mind it was OP nonsense. Now that I know what it is, and how it works, it's just really strong. Though as some have pointed out, it gets bonkers in 3v3

I do think the cast range or duration could stand to have minor nerfs though, perhaps even for a slight cost reduction. Specifically the range, I don't like how it can be used as an initiation tool. It's not damage or a % swing, it's a full binary of "you can't attack", which is really strong to be able to cast at range.

But I think it's largely fine.
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Re: Far Seer's timefield

Postby Crewfinity » Tue 06 Oct, 2015 3:45 pm

I think the D-cannon changes also helped lessen some of the bullshit available when this wargear was used. It's a T3 wargear, so it should be borderline OP imo.

It never feels good to get hit by timefield into an eldritch storm or some of their other great combos, but that's just Eldar T3 for ya :P


also +1 to everything that Kvn said, he made some really astute points and i would spend some time thinking about his arguments if you still are unsure how to play around the ability :)
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Re: Far Seer's timefield

Postby hastaga » Tue 06 Oct, 2015 6:07 pm

I thought after the stats were posted you'd realize how impractical it is to suggest 'spreading units' was a meaningful counter. It is an instant cast spell with 40 range and 20 radius. Unlesss you're spreading each units at least 35 across from each other, at least 2 squads are going to get caught. Let's be honest here Kvn, do you really think spreading your units like that (please pay attention to the distance) before/during a fight makes sense? Against eldar? Also, it is not 'a little bit' as you downplayed but 10 seconds. Get your facts straight. The ability also prevents you from not only shooting but also moving and casting abilities. Your units within are COMPLETELY DISABLED.

Also, if you thought that the 'delay' point of yours was actually viable. You will have to elaborate how meaningful that delay actually is? Use an example maybe? 150 req isn't a lot for t3 and since power is not affected by upkeep, you'll get it back in a minute (literally) as long as your gen farms are healthy. So it's a delay of less than a minute we're talking about here, for t3. Is there any significance about that one minute in t3 there that justify the ability being so effective? Point it out if you have an answer.

It confuses me very much how could you so casually to suggest sending jump troops into eldar or to begin with. It is as if once again you did not consider the stats before you replied me. Yes, no joke, we know that melee is the way to counter ranged units. But how easy could that be pulled off and... Seriously, even were you able to jump into the eldar troops after itmefield is dropped. why would you send your jump troops in when 2 squads of yours is already disabled by timefield? You Intend to fight their entire army with maybe 1 or 2 squads and expect to emerge victorious? (FS will also def have enough mana to cast levitation field should the option be available to her, even AFTER casting timefield). Please at least remember that I am talking about TF when the FS uses it for initiation with the absurd range and AOE. FS will use other tools to deal with enemies in melee range. The more reasonable ones that actually will put her at risk while channeling.

I am astonished by you to think that it is okay to initiate from 40 units away on a large group of enemies, render them unable to do anything for 10 seconds is perfectly fair, and instant cast.




Lastly, although these have NOTHING to do with timefield at all:

Kvn wrote:If you want to see a wargear that literally has no counter play, look at things like Shoot 'Em Good, Heavy Gauge Death Filament, Full Auto, Terrorize, and others that will instantly remove a unit from play, and potentially kill it in the case of the first three.


Seriously, Kvn? Are you really serious? These abilities are single targeting, channeling and with range much shorter (40 for full auto, 38 for WSE which is the same as all t1 ranged infantry such as tac/csm and seemingly also a 40 for Shoot'em good), and since you must cast them on a target instead of just the ground, meaning they are all within range of suppression fire and can be disrupted by knockbacks. Do you not know about these abilities? Or do you simply have no idea what 'counterplay' means?
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Re: Far Seer's timefield

Postby Kvn » Tue 06 Oct, 2015 7:46 pm

Please calm down a bit. You're slipping into gross exaggerations and it's a bit difficult to converse with someone when they're shouting.

hastaga wrote:I thought after the stats were posted you'd realize how impractical it is to suggest 'spreading units' was a meaningful counter. It is an instant cast spell with 40 range and 20 radius. Unlesss you're spreading each units at least 35 across from each other, at least 2 squads are going to get caught. Let's be honest here Kvn, do you really think spreading your units like that (please pay attention to the distance) before/during a fight makes sense? Against eldar?


Yes. It is. That's how you fight Eldar. Either you be aggressive and force them to take an engagement they don't want, or you spread your units and stay reactive so you can engage them wherever they pop up. Otherwise, if you just blob up and stay static, you're going to get crushed by them running circles around your army, hitting where it hurts most, capping all the map, and generally leaving you stuck out in the dust. It isn't unreasonable to say that you should have the micro capabilities to not blob up in one spot where a single AoE spell will trap you.

hastaga wrote:Also, it is not 'a little bit' as you downplayed but 10 seconds. Get your facts straight. The ability also prevents you from not only shooting but also moving and casting abilities. Your units within are COMPLETELY DISABLED.


Here is an example of your exaggeration. You are not prevented from moving at all in the Time Field. You are slowed by 40%, meaning that you can still walk out of it. If a unit is caught on the periphery (once again, because you should be spreading out so that you can't just get snagged in the middle with everything) it can walk out of the field and start shooting once again without too much trouble. Maybe a second or two of being unable to fire. Even those in the mid-range of the snare can still fall back without retreating, putting distance between themselves and the Eldar guns and forcing the Eldar to move forwards, desetup their artillery, and risk getting too close to their own Time Field in some cases.

hastaga wrote:Also, if you thought that the 'delay' point of yours was actually viable. You will have to elaborate how meaningful that delay actually is? Use an example maybe? 150 req isn't a lot for t3 and since power is not affected by upkeep, you'll get it back in a minute (literally) as long as your gen farms are healthy. So it's a delay of less than a minute we're talking about here, for t3. Is there any significance about that one minute in t3 there that justify the ability being so effective? Point it out if you have an answer.


Please go back and read what I wrote. The rec cost is largely irrelevant. It's the power cost which hurts. Eldar is a race that is heavily dependent on power seeing as most of their infantry comes with multiple mandatory upgrades that have to be purchased in order for them to fulfill their respective roles. This, mixed with their high amount of power loss from bleed, and lack of any 'rec-dump' units in T2, makes spending those resources more than just a no-brainer. As for examples, I don't think it takes that much imagination to know that pushing back the timing on a Fire Prism is a big deal. If you see a Farseer with the armor, you know that artillery of some kind is coming, letting you prepare. If you see a Farseer with a Prism/D-cannon, you know she's probably going to get AoA letting you start to spread your units before engagements (which you should really be doing anyway against artillery of any kind).

If it helps, think of Time Field like you do a Manticore strike. You keep your troops spread out so that they don't get demolished. Sometimes you can simply avoid the damage by walking out of the blast area, where as others you just have to retreat. You can't effectively fire back at either (though you can shoot the Farseer so long as you have something that isn't caught in the AoE) so you have to be more reactive instead.

hastaga wrote:It confuses me very much how could you so casually to suggest sending jump troops into eldar or to begin with. It is as if once again you did not consider the stats before you replied me. Yes, no joke, we know that melee is the way to counter ranged units. But how easy could that be pulled off and... Seriously, even were you able to jump into the eldar troops after itmefield is dropped. why would you send your jump troops in when 2 squads of yours is already disabled by timefield? You Intend to fight their entire army with maybe 1 or 2 squads and expect to emerge victorious? (FS will also def have enough mana to cast levitation field should the option be available to her, even AFTER casting timefield). Please at least remember that I am talking about TF when the FS uses it for initiation with the absurd range and AOE. FS will use other tools to deal with enemies in melee range. The more reasonable ones that actually will put her at risk while channeling.


Once again, please go back and read what I wrote. I didn't say that you should wait until your army is disabled and send in a lone jump squad. I said to be aggressive. Don't let him make the first move. Jump in and push him hard, keeping your units spread out both to allow for multiple avenues of attack as well as to keep from getting hit by the Time Field. If you don't have the army to support a push like this, then you have to stay back and do as I suggested previously.

hastaga wrote:Seriously, Kvn? Are you really serious? These abilities are single targeting, channeling and with range much shorter (40 for full auto, 38 for WSE which is the same as all t1 ranged infantry such as tac/csm and seemingly also a 40 for Shoot'em good), and since you must cast them on a target instead of just the ground, meaning they are all within range of suppression fire and can be disrupted by knockbacks. Do you not know about these abilities? Or do you simply have no idea what 'counterplay' means?


Counter play is the ability to counteract the damage dealt out by a squad/ability/vehicle/build order/etc. Either diminishing its effect, or countering it entirely.Instead of insulting me as you've been doing, how about you try to understand what it is I'm suggesting. None of these abilities have any real counter play seeing as they instantly disable a target unit. The only way to avoid the first three is to have your would-be target immune to knockback, in which case, said wargears wouldn't have been purchased in the first place. Just for technical support, only Full Auto and Shoot 'Em Good are channeled. Heavy Gauge is toggled, leaving the Warp Spider to switch targets at will, and Terrorize is a one-click auto retreat on a squad of the Lictor's choice. How exactly would one go about initiating counter play against that?

I'll repeat what I said previously. Play the Farseer yourself for a while. See how the Eldar army and eco work, and where the AoA fits into all of it. See how well you can manage these things and set up those devastating combos that the Eldar are known for. See how your opponents react to counter said combos. You can't really call something overpowered until you've looked at it from all angles If you did then, going back to my example from earlier, the Force Commander would be ludicrously overpowered thanks to how difficult it is to stop the Thunder Hammer/Teleport combo.
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Re: Far Seer's timefield

Postby Asmon » Tue 06 Oct, 2015 8:13 pm

To sum up, enemy units are at 40 distance at least, cannot attack you in melee due to the ability, and it takes you like 5-6s to free your units.

We're talking 1v1 here. It might be new to you but in 1v1, units should be spread much more than 20 distance from each other. Especially in the late stage of the game when you are defending VPs and that either someone can move forward in a direct attack and win it (which means he's already won the game), or it's quite tight and you must scout the area audaciously or you won't be seeing what's coming and therefore lose.

To me it is much less powerful than WSE phase shift and this has become ok-ish since Caeltos changed it. Sure it's nuts in 3v3, and strong in general. That's T3 wargear role.

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