Warlock's Channeling is OP

Issues dealing with gameplay balance.
hastaga
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Warlock's Channeling is OP

Postby hastaga » Fri 16 Oct, 2015 12:25 am

As stated in title

Healing may be okay. I do not know how it's like if nerfed.
But when t1 shees can heal through the damage dealt by a sorc attacking in melee with sword of flame and raptor squad then I say there is something seriously wrong about it. When I say they are unkillable under the effect, i'm not exaggerating.

according to http://dow.wikia.com/wiki/Elite/Channeling
Channeling heal effect increased from 10 to 15 per second
Channeling now also increases the target unit’s damage by 15%

"Forms a psychic bond with the targeted allied infantry unit, healing them for 15 health every second, increasing their damage done by 15% and increasing energy regeneration by 200% for Rt time 1615 seconds"


Not only does it heal extremely fast, it also gives 15% damage.... what

I think we should tone down the ability's effect to dampening damage instead of a super healing like now. Banshees even with the buff shouldn't be able to tank so much damage and kill things even faster at the same time. This channeling alone completely negates all the t1 counter that was supposed to be used against the shees coz they can just survive through all the punishments thrown at them.

Before anyone start talking about 'methods to counter'. Please think about the difficulty to pull it off.

I don't think I can kill those stupid overhealing shees even with 4 squads.
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Caeltos
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Re: Warlock's Channeling is OP

Postby Caeltos » Fri 16 Oct, 2015 12:40 am

You're looking at an extremely outdated change. This is not what the existing channeling rune does now, and infact hasn't been like that for quite a while.

Existing version is as follows;
Forms a psychic bond with the targeted allied infantry unit, healing them for 20 health every second and increasing energy regeneration by 200% for 10 seconds. The Warlock must remain stationary or the bond is broken. Range 34, cooldown 60 seconds.


Please refrain from using outdated information. I'd recommend using our own codex on our website for reference. They are usually for the most part, up to date with the latest version of the mod.
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Re: Warlock's Channeling is OP

Postby Kvn » Fri 16 Oct, 2015 12:47 am

For starters, it's already been nerfed in the past. There isn't really that much need to do it again.

Raptors aren't meant to kill Banshees. They're an anti-ranged jump troop for countering setup teams and other units, preventing them from being able to quickly flee thanks to their suppression on landing. They aren't a melee-superiority unit the way Banshees are, and though they can have some success with that if the Sorc has Sword of Flame, it isn't what they're designed to do.

A more effective counter would be Heretics with AC doomblasting and falling back, or doomblasting and getting SoF buff with some supporting fire. Hormagaunts with adrenal glands and basic synapse will beat channeled Banshees so long as they don't get specialed to death, so it is fully possible for Heretics as well (having higher melee skill) so long as they're properly supported.

Warlock is also immobile while doing this, so knocking him over with a grenade barrage or something else will disrupt the ability. Alternatively, if you have no GL Tics but have 2x CSM squads, shooting him down works quite effectively. His health total isn't all that high, and so long as the Banshees are bogged down and not killing your CSM he's rather vulnerable while channeling.

Strong ability, but not OP.
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Re: Warlock's Channeling is OP

Postby hastaga » Fri 16 Oct, 2015 1:01 am

Right, thanks Caeltos. I didn't know there was such a function
Also can't blame me for not thinking the word 'codex' has something to do with 'units stats' -_-

Channeling
50

Forms a psychic bond with the targeted allied infantry unit, healing them for 20 health every second and increasing energy regeneration by 200% for 10 seconds. The Warlock must remain stationary or the bond is broken. Range 34, cooldown 60 second


It still doesn't change the fact that the shees can get healed through a massive amount of damage and get topped off after while they are affected by it.

34 range is also pretty damn far. I'd nerf the range but I don't think that is really the main thing we should be looking at, since disrupting the warlock is quite difficult itself.


As for you KVN. Stop throwing me empty theories and please read the first post clearly. I was attacking the shees with raptors and a sorc poking with sword of flame.

I don't see how the healing effect of that thing is nerfed. It seems that the heal amount was buffed from 10 to 20 now.

And I am telling you AC tics can't beat shees even without the 'Channeling' ability. That totally sounds like you just come in here and drop me an answer unprepared. What the eff do you mean 'properly supported' btw? That I have 2 CSM squads shooting from behind? As if the eldar wouldn't have 2 guardian squads shooting also, right? You simply can't shoot down a warlock fast enough even with 2 CSM.

You also should consider banshee attacking with special a certainty instead of something that 'may or may not happen' like a commander's melee attack.

EDIT: You must be joking/dreaming if you think you can bypass the shees and then walk up to shoot the warlock since killing them isn't possible. Guess what? Shees always tie you up and kill you faster, also tend to knock you all over the place with their specials.
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Re: Warlock's Channeling is OP

Postby Kvn » Fri 16 Oct, 2015 1:23 am

hastaga wrote:As for you KVN. Stop throwing me empty theories and please read the first post clearly. I was attacking the shees with raptors and a sorc poking with sword of flame.


I'm not. Like I said above, Raptors are not designed to beat Banshees in a head to head fight. The Sorc himself isn't either, and though they can offer some anti-melee options thanks to the SoF, they are not dedicated anti melee in and of themselves. Please read what I'm writing before disregarding what I'm saying.

hastaga wrote:I don't see how the healing effect of that thing is nerfed. It seems that the heal amount was buffed from 10 to 20 now.


It used to heal for more and from farther away way back when. A lot of people hated it, and it got nerfed. I'm not sure about exact numbers as I was never a Warlock player, but it was a big thing on the forums at the time.

hastaga wrote:And I am telling you AC tics can't beat shees even without the 'Channeling' ability.


They do. I can tell you from long experience as an Eldar player, that Banshees without an Exarch will almost always lose in a 1v1 fight with AC Tics due to the doomblast AoE, lack of specials thanks to the Tics high melee skill, and the weight of numbers. Even with guide on them, it becomes a dangerous fight at times.

hastaga wrote:That totally sounds like you just come in here and drop me an answer unprepared. What the eff do you mean 'properly supported' btw? That I have 2 CSM squads shooting from behind? As if the eldar wouldn't have 2 guardian squads shooting also, right? You simply can't shoot down a warlock fast enough even with 2 CSM.


Properly supported as in not going at it alone. Your CSM will do massive amounts of damage to Banshees, meaning that they'll start to drop models even through the healing. The opponents Dire Avengers should be getting harassed by your Raptors and Sorc (pausing to shoot doombolts into Banshees perhaps after they've been bogged down by Tics), and his hero isn't going to be moving from wherever he's positioned. Overall, you get a lot of DPS into them, and they're going to die regardless of the channeling. Chaos might not be the highest DPS race in T1, but they can still manage it.

hastaga wrote:You also should consider banshee attacking with special a certainty instead of something that 'may or may not happen' like a commander's melee attack.


Heretics have a higher melee skill meaning they almost never get hit by specials. That's one of the things that makes them great for dealing with units like Banshees since they only rarely get wrecked by those AoE attacks.

hastaga wrote:EDIT: You must be joking/dreaming if you think you can bypass the shees and then walk up to shoot the warlock since killing them isn't possible. Guess what? Shees always tie you up and kill you faster, also tend to knock you all over the place with their specials.


You don't have to walk past them. Tie them up with Heretics to slow them down, and then shooting the Warlock isn't nearly so dangerous. The Avengers won't really be able to pressure the CSM too much thanks to their heavy armor, and by the time the Warlock is forced to run, the Shees should be damaged enough for the rest of your army to fight back even if Tics get forced into retreat.

If you REALLY want the Warlock gone in quick succession, jumping him with Raptors is an option since they'll tear him apart while he channels the ability (just be sure there's no Guardian Weapons Team around that needs to be jumped first).

If you just flat out can't take them on for whatever reason, doomblasting Tics to slow down the Shees and moving back will let you pull him out of range for the ability. Once that happens, his Warlock won't be able to cast it again for a while, giving you the opening to push back.

I can understand the frustration, but please take what I'm saying into consideration before dismissing it.
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Re: Warlock's Channeling is OP

Postby hastaga » Fri 16 Oct, 2015 5:34 am

yes you are fking throwing empty theories at me Kvn.
"Ohhh use 2 csm"
"Ohhh raptor and SoF sorc can't beat banshee"

Do you have any idea how much dmg raptor + SoF sorc does? I bet you didn't even bother checking the codex for the numbers before you reply even though Caeltos have already mentioned such a function about.

Short answer; Raptor and SoF sorc together have more than 90 dps after melee resistance aura calculation and double csm has only 80. Would've easily figured out the maths if you checked the codex. You didn't, so you only came here to throw empty words and theories at me.

(In other words, if the heal can heal through SoF sorc and raptor's dmg, there's no way it can't heal through double CSM)

As a reminder, doombolts don't always hit everything in a squad (otherwisee i'd dorp them to half health every time)

You don't have to walk past them. Tie them up with Heretics to slow them down, and then shooting the Warlock isn't nearly so dangerous. The Avengers won't really be able to pressure the CSM too much thanks to their heavy armor, and by the time the Warlock is forced to run, the Shees should be damaged enough for the rest of your army to fight back even if Tics get forced into retreat.

If you REALLY want the Warlock gone in quick succession, jumping him with Raptors is an option since they'll tear him apart while he channels the ability (just be sure there's no Guardian Weapons Team around that needs to be jumped first).

If you just flat out can't take them on for whatever reason, doomblasting Tics to slow down the Shees and moving back will let you pull him out of range for the ability. Once that happens, his Warlock won't be able to cast it again for a while, giving you the opening to push back.


Can't always shoot at the WL one thing, esp when line of sight is involved. Avengers stil do 30 dps after armor reduction to CSM and they will have 2 squads of those for 600 req. WL won't be forced to run coz w/e jumps at him will be killed by shees, which can't be killed bcoz of the heal. Also throwing yourself into the range of the guardians. FoF makes landing on them difficult.

As for heretics, they just die and bleed very hard. Melee Skill isn't even the main concern in the fight. And 1v1? idk eldar would do that.
Remember that WL's Destructor also eats melee tics alive.

Edit: Lemme repeat that my argument here is that the heal heals too much for early game. I can't confidently say 'it's hard to disrupt' coz some races/commanders have more convenient tool for disruption.
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Re: Warlock's Channeling is OP

Postby Adeptus Noobus » Fri 16 Oct, 2015 5:48 am

I know you main the Sorcerer, so here is my advice to you (although Kvn already explained most of it):
The Channeling Runes are a very good wargear indeed but they are not OP at all. Since you are playing the Sorc, you should already have considered 2 Heretics. Now one can be an AC-Tics squad whereas the other one will be upgraded with Grenade Launchers. You upgrade them with Grenade Launchers because it hurts Banshees, DAs and the Shuriken plattform but most of all you get it to knock back the Warlock. He has to remain stationary for the Runes to do their job. If he moves in any way (willingly/unwillingly) the ability is disrupted and then Banshees are no longer healed. It also means, that the Warlock must buy the Champions Robe to counter the knockback from the Grenade Launcher. That in turn means your opponent has now spent 50 power on the Warlock alone. If he purchases T1 upgrades for Banshees and DAs + gets a Shuriken, you should most definitely out-tech him.
An even easier counter to Banshees has not even been mentioned yet (apart from using Doomblast): Havocs. Doomblast + Havocs will easily control Banshees. It also means they will be suppressed during the entirety of the duration that Channeling Runes lasts for.

Combine this with what Kvn mentioned and you are good to go.

P.S: Keep it classy.
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Re: Warlock's Channeling is OP

Postby hastaga » Fri 16 Oct, 2015 9:12 am

I'm not looking for replies/suggestions to 'play around it'. I can figure that part out myself. As far as theory crafting goes, everyone can say something about counterplay but none will be able to answer how they think that healing rate is proper.

I don't think it's proper, that's why I made this thread to address the fact of how much healing this ability is doing and that I think it is OP in terms of its healing rate. (overly efficient/effective)
The example I used here is that it manages to outheal the damage dealt by 2 chaos units with highest dmg output in t1

So any reply that is about methods of counter play is off the mark. What counter argument I want to hear is like why the healing shouldn't be reduced, which nobody mentioned, and why should it function in the way it is now instead of other alternatives such as damage reduction/ranged damage reduction etc etc.
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Re: Warlock's Channeling is OP

Postby Thunderhost » Fri 16 Oct, 2015 11:19 am

I don't agree to it's OP'ness.
It's a great ability, but also one that can be countered. Yes, it's annoying as hell, especially if you allow the WL to keep channeling, sorta like subjugate is..
I honestly don't see the issue I'm afraid, but good luck convincing the community.
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Re: Warlock's Channeling is OP

Postby Asmon » Fri 16 Oct, 2015 11:47 am

CS alone with sword of flames does enough damage to kill a banshee model even under channeling rune healing effect. And you add raptors into the equation. Well, your are indeed exaggerating.

Runes are fine and numbers don't need to be reduced. But none said that the wargear could not have a different effect from healing (though it is obviously desgined to heal). Feel free to submit your ideas and we'll check them.
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Re: Warlock's Channeling is OP

Postby saltychipmunk » Fri 16 Oct, 2015 12:29 pm

channeling runes is a threshold mechanic. it appears unbreakable so long as you dont have an ability to do heavy damage to single models.. like t1. it effectively negates things like light aoe from melee specials , dot abilities and some grenades (like puri vials) but other than that once you get around 3 ranged squads it becomes easy to out dps it.

frankly i see it more as a liability as many times now i see inexperienced lock players use it as this perceived unbreakable shield only to get their banshees into a situation where they simply will not leave alive.


As as a direct reason why the healing should not be reduced? because it only appears high because the model count of most eldar squads is also high. but the actual regenerative properties of the ability are not that high. It basically negates 20 dps on any one model nothing more , nothing less.

It really is not a question of counter play. all it is in reality is a question of do you do enough damage to make that 20 dps tank irrelevant. And there are so many ways to do that right now that I hardly see this as an issue.

Is it fantastic in an opening engagement as your first 20 power spent? Yup. but after that it goes down hill to the point where all one needs to counter it is a setup team. or a ranged blob, or movement control. or a really big hammer/spear/sword/claw/ etc.. there are so many options available.
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Re: Warlock's Channeling is OP

Postby Lichtbringer » Fri 16 Oct, 2015 3:49 pm

hastaga wrote:I'm not looking for replies/suggestions to 'play around it'. I can figure that part out myself. As far as theory crafting goes, everyone can say something about counterplay but none will be able to answer how they think that healing rate is proper.

I don't think it's proper, that's why I made this thread to address the fact of how much healing this ability is doing and that I think it is OP in terms of its healing rate. (overly efficient/effective)
The example I used here is that it manages to outheal the damage dealt by 2 chaos units with highest dmg output in t1

So any reply that is about methods of counter play is off the mark. What counter argument I want to hear is like why the healing shouldn't be reduced, which nobody mentioned, and why should it function in the way it is now instead of other alternatives such as damage reduction/ranged damage reduction etc etc.


The healing rate is proper and balanced, thats why it shouldn't be reduced.
For the second question: Because there is no need to change something that works.

I think we should tone down the ability's effect to dampening damage instead of a super healing like now. Banshees even with the buff shouldn't be able to tank so much damage and kill things even faster at the same time. This channeling alone completely negates all the t1 counter that was supposed to be used against the shees coz they can just survive through all the punishments thrown at them.


Sorry, but you really aren't bringing arguments to the table. You say we should and they shouldn't, but why? Then you yourself mention counters.
Other people tell you that you CAN counter them. You say they shouldn't be talking about counters.

But, I don't just want to harp on you, I want to be helpfull.

So my tipp is: Present these posts differently. For example a good way to argue in your favor would be like this:
Title: "Thinking about a design change for channelingrunes".
"Hey guys, I played alot against channeling runes recently, and something I noticed is that they are an unfun mechanic. Thats because they are somewhat binar. Either they get healed so much that any normal play can't do anything about them, or the enemy uses specific strategy that hardcounters the heal.
So the change I propose is to reduce the heal drastically, but also buff it in other ways, for example by allowing the warlock to channel while moving and being knocked down, or give it a speed/damage/hp buff in addition /or reduce its cooldown/energy cost.
This would mean a simple knockback doesn't totally screw it, but on the other hand you can also fight it better with for example 3 meleesquads. It reduces the extrem situations."


Try to argue more on the side of design then with balance. Bring a solution. When most players don't see a problem with the way it is, a offered alternative will make them consider your Idea.



I am sorry, but your attidute really invites people to argue against you.
You exaggerate (never a good Idea, people won't take you seriously when they think you don't know what happens/missremember it), and your arguments come down to: I don't like it, It shouldn't be this way, and you support it only with those exaggerates examples.
and then you tell KvN that he throws you "empty theorys" and that he "doesn't read your posts clearly"... I... I... I can't understand you honestly.


Sorry, I got carried away again. Lets make this productive.

Did you try the counters mentioned here? Did you try doomblasting banshees then running away while they are healed?
Now, I know you don't like when we talk about counterplay, but please imagine that what we say actually works.
And with this new perspective imagine playing the Warlock. And then imagine your healed banshees even die to the enemys NORMAL strategys. Would you ever use Chanelling Runes? Thats why I think it is balanced.
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Codex
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Re: Warlock's Channeling is OP

Postby Codex » Fri 16 Oct, 2015 4:22 pm

Everyone please calm down. I don't want this thread to get out of control.

Hastaga, you have to realise that every balance discussion has to go through some kind of strategy phase. Something being op or up has to talk about performance and counter play possibilities before an assessment of balance can be made.

For example with regards to channeling runes, the knock back possibility to cancel them is A big downside to the abolity, and if you can cancel it at range or at a crucial time his investment into the wargear can backfire as eldar is a power hungry race.

Chaos don't have fantastic knockback options, but bear in mind that it doesn't counter suppression (where rangers come into the fray- competing for that power) and you can push them into going setup heavy (playing into a grenade launchers build even further).

As always, compositions need to be considered when making a balance issue, and I don't feel like you've given it due considerstion, especially when it comes down to the power expenditure and how it stretches the economy of the eldar. Think of it this way, if he screws up his first channeling fight, warlock will have low energy, he might bleed, and suddenly rangers are slower, shuriken is slower...

Meanwhile, channeling runes doesn't have infinite range, and can always be kited away from. You can handle it in the same way as you do a premature battle cry, just walk away until the threat is over, then turn. If banshees are on your tail, then doomblast and keep kiting away. Just bait them forward till they're overextended.

The biggest mistake you can make it is taking a full frontal fight against channeled shees with units that get theoretically countered by banshees.
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Re: Warlock's Channeling is OP

Postby Interdiction » Fri 16 Oct, 2015 4:59 pm

Honestly, depending on the Eldar player's army composition, it is remarkably balanced since it makes one unit better but removes the Warlock from play. This means as Chaos you could tie up the shees with AC tics, jump the DA's(or gwt if he/she has it) with the raptors, and after fully committed wreck the Warlock since he can't fight back, truthfully I'd focus him with csm because, he either cancels the channeling and fights or goes down/retreats,breaking it anyway. This obviously depends on player skill(DA nade spikes are hard to dodge sometimes) and composition but for your situation unless I misread it is a counter to them, and keep in mind that since he can't move he can't dodge your doombolts either.
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Re: Warlock's Channeling is OP

Postby Nurland » Fri 16 Oct, 2015 5:23 pm

Runes aren't really an offensive wargear. They are used more as a counter initiation. This is purely based on my own experience though. So the scenario usually goes more like you jump the Shuri/Rangers ---> Shees get on your Raptors and whatnot and pop scream. You try to focus the Shees, WL shoots a destructor on your melee/GL Tics (I rarely ever go GL Tics vs a WL anyway since I don't think they are any good in the MU) and starts healing the Shees. Now the squad that tried to go in gets rekt and you have Heretics that have eaten a destructor so DA can pew them to shreds while Shees or WL or both fleet to tie your CSM.

What I think makes dealing with Runes a tad bit difficult as Chaos (an the MU in general a pain for Chaos) is destructor since it makes unupgraded Tics unable to take part in combat and severely weakens even upgraded Tics (dodging destructor is extremely hard sice you have to correctly predict where it will land and try to move out of the way but the WL can cancel it and just try again).

When used offensively this wargear doesn't really shine. For defense it is imho very strong. Not OP though since it can be countered with KB, doesn't have a huuuge cast range and takes out WL for the duration of the fight.
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Re: Warlock's Channeling is OP

Postby hastaga » Fri 16 Oct, 2015 6:23 pm

Yes nurland, What happened was exactly as you said. it's for counter initiation.

And Asmon? I do not like being called a liar when you didn't bother to check the stats yourself. Shees have 165 hp after scream upgrade. SoF sorc alone needs to land 4 blows to drop a model, that is if a KB didn't happen. Under healing effect the sorc will need to land 7 hits, that's it if KB didn't happen. YOU are the one exaggerating.

Also please keep in mind that my stuff dies while fighting the shees, so it's not just about the KB. They do 175 power melee dps and 134.6dps to commander when they're fighting in full strength.

Also I can't help but to think lichbringer's replies were also ridiculous.
He said; "The healing rate is proper and balanced, thats why it shouldn't be reduced."
.... what wonderful explanation you have there, wt da fak. I don't mind people arguing against me as long as there are something insightful.
All the replies I am getting right now is that "don't fight the shees when they're healer" "focus the warlock". Any of you who wants to argue against the thread want to talk about why 20 hp per sec (such a rapid healing rate) is used for this gear? A bit of a more extreme example would be; why not just make the units buffed take no damage in a short amount of time?
And why are you calling me exaggerating again? Because of what Asmon said? Did you also bother to look at the stats yourself before you come in here saying stuff?

Except for saltychipmunk, he argued with stats regarding his opinion on that 20hp/s healing rate. I would say something about how 'units don't focus fire' in range and 'knockback' in melee still makes them relatively easy to out heal stuff but that's not entirely for me to decide.

I think there's a misunderstanding here is that; some of you assumed that i'm a "newb". Trying to teach me 'how to counter play a spell/ability". While this is totally not ta problem to me nor is it the kind of answer I want from this thread. I can come up with ways to counter after losing a few games np, but I am also genuinely questioning the healing rate of that item here. I am not looking for help or do I need help on coming up with ways to counter a play or something, not in this thread.

Lastly I also did think about if it is 'okay' to remove a WL from play and give a squad 20hp/2 regen. If you give the WL no weapon, he's pretty useless; with a 100req/20energy wargear, you're able to sustain through and triumph over 2 very powerful melee squads, it's totally a big gain/favor to the Eldar. And of course the question here is ALWAYS; is that healing too much or not?

This answer to this question is what I want to hear the most. Surely it's meant to make shees more lethal/resilient and I honestly can't think of wt other t1 units the lock would use it on except for shees. Seeing by the results, I think it's functioning a bit too good (extremely punishing when things get into their melee range to the point it can outheal SoF Sorc + Raptor's dmg output).

Lastly, Codex I did think about the 'composition' thing when I made this thread. In a '4 squads' scenario', guardiansx2 + Shees + WL is common knowledge. Common upgrade for the units aside (coz they are going to get it no matter what anyway, talking about grenades and aspect of str). All the 'upgrade' the WL need is 100/20, which isn't much at all.
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Re: Warlock's Channeling is OP

Postby Crewfinity » Fri 16 Oct, 2015 6:44 pm

hastaga wrote:Yes nurland, What happened was exactly as you said. it's for counter initiation.

And Asmon? I do not like being called a liar when you didn't bother to check the stats yourself. Shees have 165 hp after scream upgrade. SoF sorc alone needs to land 4 blows to drop a model, that is if a KB didn't happen. Under healing effect the sorc will need to land 7 hits, that's it if KB didn't happen. YOU are the one exaggerating.



calm down a bit please :P

SoF sorc does 62 damage per hit, along with 5 piercing damage per second for 5 seconds, which comes out to 87 damage per hit. so shees will die after 2 hits, it just takes a bit for the DOT to finish them off.
dunno if it stacks though

with channeling runes its another story entirely, but that's why you should either stall and disengage or disrupt the warlock :P

its obviously a powerful ability, but there are definitely ways to play around it, and it also takes the warlock out of commission for the duration so i think the powerful heal is justified. the heal is a total of 200 hp/model over 10 seconds, for comparison the painboy gives 150 hp/model over 8 seconds. so not that much stronger than the basic painboy heal, especially considering its a channeled ability.
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Re: Warlock's Channeling is OP

Postby hastaga » Fri 16 Oct, 2015 6:53 pm

... crewfinity, please double check your maths.

We're talking about DPS here.
And sorc doesn't take 5 secs to land a hit Sorc does 0.7 attack per second.
I did forget to calucluate the DoT involved. So the corrected DPS on SoF sorc would be 44.29+ 5 (come to think of it, i actually am not sure if it burns only 1 unit or the entire squad)
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Re: Warlock's Channeling is OP

Postby Crewfinity » Fri 16 Oct, 2015 7:05 pm

hastaga wrote:... crewfinity, please double check your maths.

We're talking about DPS here.
And sorc doesn't take 5 secs to land a hit Sorc does 0.7 attack per second.
I did forget to calucluate the DoT involved. So the corrected DPS on SoF sorc would be 44.29+ 5 (come to think of it, i actually am not sure if it burns only 1 unit or the entire squad)


no you specifically said that Sorc takes 4 hits to kill a banshee model, i was just saying that the model would die if he gets 2 hits in. and its just the model that he hits if i recall correctly.

If you want to talk DPS then sorc actually does a lot more than 49.29 if my understanding is correct. with each hit he adds a 5 dps DoT for 5 seconds, and i believe multiple instances of these will stack. so he does 42.29 dps along with however many times he's attacked in the last 5 seconds worth of DoT, which looks like it can be as many as 4 or 5. if he doesn't get knocked back, after a bit he could be putting out as much as 62 or 67 dps, although a lot of times the extra DoT is wasted since the model will die.


just get havocs dude, why are you getting raptors vs Warlock anyway? he eats them up with merciless witchblade.
Last edited by Crewfinity on Fri 16 Oct, 2015 7:13 pm, edited 1 time in total.
hastaga
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Re: Warlock's Channeling is OP

Postby hastaga » Fri 16 Oct, 2015 7:09 pm

....... yea crewfinity, the numbers still don't add up. Your number jumped from 62 to 87. That's a difference of 25. I assume you added all 5 secs of DoT dmg to it, which doesn't make sense -_- it can't be 87 even if the DoT Stacks so no, not 2 hits

And let's conclude the numbers with; assuming it stacks, the best it does is to reduce amount of hit required to drop a model by 1
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Crewfinity
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Re: Warlock's Channeling is OP

Postby Crewfinity » Fri 16 Oct, 2015 7:20 pm

hastaga wrote:....... yea crewfinity, the numbers still don't add up. Your number jumped from 62 to 87. That's a difference of 25. I assume you added all 5 secs of DoT dmg to it, which doesn't make sense -_- it can't be 87 even if the DoT Stacks so no, not 2 hits

And let's conclude the numbers with; assuming it stacks, the best it does is to reduce amount of hit required to drop a model by 1


i think you're getting confused about dps vs damage per hit.
each hit will activate a full 5 seconds of DoT, as well as dealing the 62 up front damage.
he attacks at intervals meaning that the 62 up front damage turns into 42 dps, but he still deals that full 62 damage every swing, along with 25 piercing damage over the next 5 seconds. so each time the sorcered swings his sword he'll be dealing a total damage of 87 damage, with some of it spread out over time.


regardless, to go back to your original question of whether channeling runes is OP:
no its not. its a powerful heal but only lasts 10 seconds, does nothing to stop suppression or other control abilities, takes the warlock out of commission, and is only really useful if the enemy is trying to engage banshees in melee while they're under the ability, instead of controlling them and waiting for it to finish before committing to an engagement. how would the eldar player counter havocs? with warlock leap? nope, he's channeling the heal. tanking a shitload of melee damage and letting shees win against it is literally the only function of this wargear, it sounds like it's doing its job fine. complaining about it being OP is like blobbing your units up and running into a setup team and saying that the suppression effect is OP, you're playing right into the design of the wargear
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Interdiction
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Re: Warlock's Channeling is OP

Postby Interdiction » Fri 16 Oct, 2015 7:29 pm

Havocs as Crew said solve the problem of shees in general, so just get them. Especially with how good they are at the moment. I'm actually surprised you DIDN'T have Havocs, many Chaos players really capitalize on that quick suppression. :P
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Re: Warlock's Channeling is OP

Postby FusRohDah » Mon 19 Oct, 2015 12:26 pm

The Warlock is already so nerved
Still wondering people arguing about him


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